/usr/include/g3d/face.h is in libg3d-dev 0.0.8-22.
This file is owned by root:root, with mode 0o644.
The actual contents of the file can be viewed below.
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/*
libg3d - 3D object loading library
Copyright (C) 2005-2009 Markus Dahms <mad@automagically.de>
This library is free software; you can redistribute it and/or
modify it under the terms of the GNU Lesser General Public
License as published by the Free Software Foundation; either
version 2.1 of the License, or (at your option) any later version.
This library is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
Lesser General Public License for more details.
You should have received a copy of the GNU Lesser General Public
License along with this library; if not, write to the Free Software
Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA
*/
#ifndef _G3D_FACE_H
#define _G3D_FACE_H
/**
* SECTION:face
* @short_description: Face manipulation
* @include: g3d/face.h
*
* A face is plane bordered by at least 3 vertices.
*/
#include <g3d/types.h>
G_BEGIN_DECLS
/**
* g3d_face_free:
* @face: the face to free
*
* Frees all memory allocated for this face.
*/
void g3d_face_free(G3DFace *face);
/**
* g3d_face_get_normal:
* @face: face to calculate normal of
* @object: object containing vertices of face
* @nx: x component of resulting normal
* @ny: y component of resulting normal
* @nz: z component of resulting normal
*
* calculates the normal of a face.
*
* Returns: TRUE on success, FALSE else
*/
gboolean g3d_face_get_normal(G3DFace *face, G3DObject *object,
G3DFloat *nx, G3DFloat *ny, G3DFloat *nz);
/**
* g3d_face_new_tri:
* @material: material to use for face
* @i1: index of first vertex
* @i2: index of second vertex
* @i3: index of third vertex
*
* creates a new triangle face.
*
* Returns: a new face
*/
_G3D_STATIC_INLINE G3DFace *g3d_face_new_tri(G3DMaterial *material,
guint32 i1, guint32 i2, guint32 i3)
{
G3DFace *face;
face = g_new0(G3DFace, 1);
face->material = material;
face->vertex_count = 3;
face->vertex_indices = g_new0(guint32, 3);
face->vertex_indices[0] = i1;
face->vertex_indices[1] = i2;
face->vertex_indices[2] = i3;
return face;
}
G_END_DECLS
#endif /* _G3D_FACE_H */
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