Team Fortress 2 Source Code as on 22/4/2020
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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
// $Workfile: $
// $Date: $
//
//-----------------------------------------------------------------------------
// $Log: $
//
// $NoKeywords: $
//=============================================================================//
#ifndef POLYLIB_H
#define POLYLIB_H
#pragma once
#ifndef MATHLIB_H
#include "mathlib/mathlib.h"
#endif
struct winding_t
{
int numpoints;
Vector *p; // variable sized
int maxpoints;
winding_t *next;
};
#define MAX_POINTS_ON_WINDING 64
// you can define on_epsilon in the makefile as tighter
// point on plane side epsilon
// todo: need a world-space epsilon, a lightmap-space epsilon, and a texture space epsilon
// or at least convert from a world-space epsilon to lightmap and texture space epsilons
#ifndef ON_EPSILON
#define ON_EPSILON 0.1
#endif
winding_t *AllocWinding (int points);
vec_t WindingArea (winding_t *w);
void WindingCenter (winding_t *w, Vector &center);
vec_t WindingAreaAndBalancePoint( winding_t *w, Vector &center );
void ClipWindingEpsilon (winding_t *in, const Vector &normal, vec_t dist,
vec_t epsilon, winding_t **front, winding_t **back);
// translates everything by offset, then does the clip, then translates back (to keep precision)
void ClipWindingEpsilon_Offset( winding_t *in, const Vector &normal, vec_t dist, vec_t epsilon, winding_t **front, winding_t **back, const Vector &offset );
void ClassifyWindingEpsilon( winding_t *in, const Vector &normal, vec_t dist,
vec_t epsilon, winding_t **front, winding_t **back, winding_t **on);
void ClassifyWindingEpsilon_Offset( winding_t *in, const Vector &normal, vec_t dist,
vec_t epsilon, winding_t **front, winding_t **back, winding_t **on, const Vector &offset);
winding_t *ChopWinding (winding_t *in, const Vector &normal, vec_t dist);
winding_t *CopyWinding (winding_t *w);
winding_t *ReverseWinding (winding_t *w);
winding_t *BaseWindingForPlane (const Vector &normal, vec_t dist);
void CheckWinding (winding_t *w);
void WindingPlane (winding_t *w, Vector &normal, vec_t *dist);
void RemoveColinearPoints (winding_t *w);
int WindingOnPlaneSide (winding_t *w, const Vector &normal, vec_t dist);
void FreeWinding (winding_t *w);
void WindingBounds (winding_t *w, Vector &mins, Vector &maxs);
void ChopWindingInPlace (winding_t **w, const Vector &normal, vec_t dist, vec_t epsilon);
// frees the original if clipped
bool PointInWinding( Vector const &pt, winding_t *pWinding );
// translates a winding by offset
void TranslateWinding( winding_t *pWinding, const Vector &offset );
void pw(winding_t *w);
#endif // POLYLIB_H