Team Fortress 2 Source Code as on 22/4/2020
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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
//=============================================================================//
#ifndef BRUSHOPS_H
#define BRUSHOPS_H
#ifdef _WIN32
#pragma once
#endif
#include "MapFace.h"
#define ON_PLANE_EPSILON 0.5f // Vertices must be within this many units of the plane to be considered on the plane.
#define MIN_EDGE_LENGTH_EPSILON 0.1f // Edges shorter than this are considered degenerate.
#define ROUND_VERTEX_EPSILON 0.01f // Vertices within this many units of an integer value will be rounded to an integer value.
void Add3dError(DWORD dwObjectID, LPCTSTR pszReason, PVOID pInfo);
winding_t *ClipWinding(winding_t *in, PLANE *split);
winding_t *CopyWinding(winding_t *w);
winding_t *NewWinding(int points);
void FreeWinding (winding_t *w);
winding_t *CreateWindingFromPlane(PLANE *pPlane);
size_t WindingSize(int points);
void RemoveDuplicateWindingPoints(winding_t *pWinding, float fMinDist = 0);
#endif // BRUSHOPS_H