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<a href="#libg3d-face.description" class="shortcut">Description</a>
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<div class="refentry">
<a name="libg3d-face"></a><div class="titlepage"></div>
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<h2><span class="refentrytitle"><a name="libg3d-face.top_of_page"></a>face</span></h2>
<p>face — Face manipulation</p>
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<div class="refsynopsisdiv">
<a name="libg3d-face.synopsis"></a><h2>Synopsis</h2>
<pre class="synopsis">
#include <g3d/face.h>
#define <a class="link" href="libg3d-face.html#G3D-FLAG-MAT-TWOSIDE:CAPS" title="G3D_FLAG_MAT_TWOSIDE">G3D_FLAG_MAT_TWOSIDE</a>
#define <a class="link" href="libg3d-face.html#G3D-FLAG-FAC-NORMALS:CAPS" title="G3D_FLAG_FAC_NORMALS">G3D_FLAG_FAC_NORMALS</a>
#define <a class="link" href="libg3d-face.html#G3D-FLAG-FAC-TEXMAP:CAPS" title="G3D_FLAG_FAC_TEXMAP">G3D_FLAG_FAC_TEXMAP</a>
<a class="link" href="libg3d-face.html#G3DFace" title="G3DFace">G3DFace</a>;
<span class="returnvalue">gboolean</span> <a class="link" href="libg3d-face.html#g3d-face-get-normal" title="g3d_face_get_normal ()">g3d_face_get_normal</a> (<em class="parameter"><code><a class="link" href="libg3d-face.html#G3DFace" title="G3DFace"><span class="type">G3DFace</span></a> *face</code></em>,
<em class="parameter"><code><a class="link" href="libg3d-object.html#G3DObject" title="G3DObject"><span class="type">G3DObject</span></a> *object</code></em>,
<em class="parameter"><code><a class="link" href="libg3d-types.html#G3DFloat" title="G3DFloat"><span class="type">G3DFloat</span></a> *nx</code></em>,
<em class="parameter"><code><a class="link" href="libg3d-types.html#G3DFloat" title="G3DFloat"><span class="type">G3DFloat</span></a> *ny</code></em>,
<em class="parameter"><code><a class="link" href="libg3d-types.html#G3DFloat" title="G3DFloat"><span class="type">G3DFloat</span></a> *nz</code></em>);
<span class="returnvalue">void</span> <a class="link" href="libg3d-face.html#g3d-face-free" title="g3d_face_free ()">g3d_face_free</a> (<em class="parameter"><code><a class="link" href="libg3d-face.html#G3DFace" title="G3DFace"><span class="type">G3DFace</span></a> *face</code></em>);
</pre>
</div>
<div class="refsect1">
<a name="libg3d-face.description"></a><h2>Description</h2>
<p>
A face is plane bordered by at least 3 vertices.
</p>
</div>
<div class="refsect1">
<a name="libg3d-face.details"></a><h2>Details</h2>
<div class="refsect2">
<a name="G3D-FLAG-MAT-TWOSIDE:CAPS"></a><h3>G3D_FLAG_MAT_TWOSIDE</h3>
<pre class="programlisting">#define G3D_FLAG_MAT_TWOSIDE (1L << 0)
</pre>
<p>
Faces using this material should be rendered two-sided as the direction
is unknown.
</p>
</div>
<hr>
<div class="refsect2">
<a name="G3D-FLAG-FAC-NORMALS:CAPS"></a><h3>G3D_FLAG_FAC_NORMALS</h3>
<pre class="programlisting">#define G3D_FLAG_FAC_NORMALS (1L << 0)
</pre>
<p>
The face has custom normals.
</p>
</div>
<hr>
<div class="refsect2">
<a name="G3D-FLAG-FAC-TEXMAP:CAPS"></a><h3>G3D_FLAG_FAC_TEXMAP</h3>
<pre class="programlisting">#define G3D_FLAG_FAC_TEXMAP (1L << 1)
</pre>
<p>
The face has a texture map and texture coordinates.
</p>
</div>
<hr>
<div class="refsect2">
<a name="G3DFace"></a><h3>G3DFace</h3>
<pre class="programlisting">typedef struct {
guint32 vertex_count;
guint32 *vertex_indices;
G3DMaterial *material;
guint32 flags;
G3DVector *normals;
G3DImage *tex_image;
guint32 tex_vertex_count;
G3DVector *tex_vertex_data;
} G3DFace;
</pre>
<p>
An object representing a surface.
</p>
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<td><p><span class="term"><span class="type">guint32</span> <em class="structfield"><code><a name="G3DFace.vertex-count"></a>vertex_count</code></em>;</span></p></td>
<td>number of vertices</td>
</tr>
<tr>
<td><p><span class="term"><span class="type">guint32</span> *<em class="structfield"><code><a name="G3DFace.vertex-indices"></a>vertex_indices</code></em>;</span></p></td>
<td>indices of vertices in <a class="link" href="libg3d-object.html#G3DObject" title="G3DObject"><span class="type">G3DObject</span></a>
</td>
</tr>
<tr>
<td><p><span class="term"><a class="link" href="libg3d-material.html#G3DMaterial" title="G3DMaterial"><span class="type">G3DMaterial</span></a> *<em class="structfield"><code><a name="G3DFace.material"></a>material</code></em>;</span></p></td>
<td>material to use for surface</td>
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<td><p><span class="term"><span class="type">guint32</span> <em class="structfield"><code><a name="G3DFace.flags"></a>flags</code></em>;</span></p></td>
<td>flags</td>
</tr>
<tr>
<td><p><span class="term"><a class="link" href="libg3d-vector.html#G3DVector" title="G3DVector"><span class="type">G3DVector</span></a> *<em class="structfield"><code><a name="G3DFace.normals"></a>normals</code></em>;</span></p></td>
<td>optional normal array (one vector - 3 <a class="link" href="libg3d-vector.html#G3DVector" title="G3DVector"><span class="type">G3DVector</span></a> values - for each
vertex)</td>
</tr>
<tr>
<td><p><span class="term"><a class="link" href="libg3d-texture.html#G3DImage" title="G3DImage"><span class="type">G3DImage</span></a> *<em class="structfield"><code><a name="G3DFace.tex-image"></a>tex_image</code></em>;</span></p></td>
<td>optional texture image</td>
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<tr>
<td><p><span class="term"><span class="type">guint32</span> <em class="structfield"><code><a name="G3DFace.tex-vertex-count"></a>tex_vertex_count</code></em>;</span></p></td>
<td>number of texture vertices, should be 0 or match
vertex_count</td>
</tr>
<tr>
<td><p><span class="term"><a class="link" href="libg3d-vector.html#G3DVector" title="G3DVector"><span class="type">G3DVector</span></a> *<em class="structfield"><code><a name="G3DFace.tex-vertex-data"></a>tex_vertex_data</code></em>;</span></p></td>
<td>array of texture vertices</td>
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</table></div>
</div>
<hr>
<div class="refsect2">
<a name="g3d-face-get-normal"></a><h3>g3d_face_get_normal ()</h3>
<pre class="programlisting"><span class="returnvalue">gboolean</span> g3d_face_get_normal (<em class="parameter"><code><a class="link" href="libg3d-face.html#G3DFace" title="G3DFace"><span class="type">G3DFace</span></a> *face</code></em>,
<em class="parameter"><code><a class="link" href="libg3d-object.html#G3DObject" title="G3DObject"><span class="type">G3DObject</span></a> *object</code></em>,
<em class="parameter"><code><a class="link" href="libg3d-types.html#G3DFloat" title="G3DFloat"><span class="type">G3DFloat</span></a> *nx</code></em>,
<em class="parameter"><code><a class="link" href="libg3d-types.html#G3DFloat" title="G3DFloat"><span class="type">G3DFloat</span></a> *ny</code></em>,
<em class="parameter"><code><a class="link" href="libg3d-types.html#G3DFloat" title="G3DFloat"><span class="type">G3DFloat</span></a> *nz</code></em>);</pre>
<p>
calculates the normal of a face.
</p>
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<td><p><span class="term"><em class="parameter"><code>face</code></em> :</span></p></td>
<td>face to calculate normal of</td>
</tr>
<tr>
<td><p><span class="term"><em class="parameter"><code>object</code></em> :</span></p></td>
<td>object containing vertices of face</td>
</tr>
<tr>
<td><p><span class="term"><em class="parameter"><code>nx</code></em> :</span></p></td>
<td>x component of resulting normal</td>
</tr>
<tr>
<td><p><span class="term"><em class="parameter"><code>ny</code></em> :</span></p></td>
<td>y component of resulting normal</td>
</tr>
<tr>
<td><p><span class="term"><em class="parameter"><code>nz</code></em> :</span></p></td>
<td>z component of resulting normal</td>
</tr>
<tr>
<td><p><span class="term"><span class="emphasis"><em>Returns</em></span> :</span></p></td>
<td>TRUE on success, FALSE else</td>
</tr>
</tbody>
</table></div>
</div>
<hr>
<div class="refsect2">
<a name="g3d-face-free"></a><h3>g3d_face_free ()</h3>
<pre class="programlisting"><span class="returnvalue">void</span> g3d_face_free (<em class="parameter"><code><a class="link" href="libg3d-face.html#G3DFace" title="G3DFace"><span class="type">G3DFace</span></a> *face</code></em>);</pre>
<p>
Frees all memory allocated for this face.
</p>
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<col align="left" valign="top">
<tbody><tr>
<td><p><span class="term"><em class="parameter"><code>face</code></em> :</span></p></td>
<td>the face to free</td>
</tr></tbody>
</table></div>
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