64         virtual void    Clear( 
void );
 
   97         bool                    Check( 
bool print = 
true ) 
const;
 
  106         bool                    IsTiny( 
void ) 
const;
 
  107         bool                    IsHuge( 
void ) 
const;   
 
  108         void                    Print( 
void ) 
const;
 
  129         virtual bool    ReAllocate( 
int n, 
bool keep = 
false );
 
  152         for ( i = 0; i < 
n; i++ ) {
 
  153                 p[
i].ToVec3() = verts[
i];
 
  154                 p[
i].s = 
p[
i].t = 0.0f;
 
  195         for ( i = 0; i < winding.
numPoints; i++ ) {
 
  279 #define MAX_POINTS_ON_WINDING   64 
  295         virtual void    Clear( 
void );
 
  304         virtual bool    ReAllocate( 
int n, 
bool keep = 
false );
 
  329         for ( i = 0; i < 
n; i++ ) {
 
  330                 p[
i].ToVec3() = verts[
i];
 
idWinding & operator+=(const idVec3 &v)
 
void GetBounds(idBounds &bounds) const 
 
void RemoveEqualPoints(const float epsilon=ON_EPSILON)
 
float GetArea(void) const 
 
const idVec3 & Normal(void) const 
 
bool LineIntersection(const idPlane &windingPlane, const idVec3 &start, const idVec3 &end, bool backFaceCull=false) const 
 
void AddToConvexHull(const idWinding *winding, const idVec3 &normal, const float epsilon=ON_EPSILON)
 
idFixedWinding & operator=(const idWinding &winding)
 
GLenum GLenum GLenum GLenum GLenum scale
 
idWinding * TryMerge(const idWinding &w, const idVec3 &normal, int keep=false) const 
 
idWinding * Reverse(void) const 
 
idWinding * Clip(const idPlane &plane, const float epsilon=ON_EPSILON, const bool keepOn=false)
 
bool PlanesConcave(const idWinding &w2, const idVec3 &normal1, const idVec3 &normal2, float dist1, float dist2) const 
 
int Split(idFixedWinding *back, const idPlane &plane, const float epsilon=ON_EPSILON)
 
bool InsertPointIfOnEdge(const idVec3 &point, const idPlane &plane, const float epsilon=ON_EPSILON)
 
idWinding & operator=(const idWinding &winding)
 
virtual bool ReAllocate(int n, bool keep=false)
 
const idVec5 & operator[](const int index) const 
 
int PlaneSide(const idPlane &plane, const float epsilon=ON_EPSILON) const 
 
void InsertPoint(const idVec3 &point, int spot)
 
bool EnsureAlloced(int n, bool keep=false)
 
int GetNumPoints(void) const 
 
#define MAX_POINTS_ON_WINDING
 
GLubyte GLubyte GLubyte GLubyte w
 
static float TriangleArea(const idVec3 &a, const idVec3 &b, const idVec3 &c)
 
GLsizei GLsizei GLenum GLenum const GLvoid * data
 
void GetPlane(idVec3 &normal, float &dist) const 
 
virtual ~idFixedWinding(void)
 
bool Check(bool print=true) const 
 
GLubyte GLubyte GLubyte a
 
idVec5 data[MAX_POINTS_ON_WINDING]
 
GLdouble GLdouble GLint GLint GLdouble GLdouble GLint GLint GLdouble GLdouble w2
 
int Split(const idPlane &plane, const float epsilon, idWinding **front, idWinding **back) const 
 
bool PointInside(const idVec3 &normal, const idVec3 &point, const float epsilon) const 
 
virtual bool ReAllocate(int n, bool keep=false)
 
idVec3 GetCenter(void) const 
 
idWinding * Copy(void) const 
 
void BaseForPlane(const idVec3 &normal, const float dist)
 
float GetRadius(const idVec3 ¢er) const 
 
void RemovePoint(int point)
 
void AddPoint(const idVec3 &v)
 
float PlaneDistance(const idPlane &plane) const 
 
bool ClipInPlace(const idPlane &plane, const float epsilon=ON_EPSILON, const bool keepOn=false)
 
bool RayIntersection(const idPlane &windingPlane, const idVec3 &start, const idVec3 &dir, float &scale, bool backFaceCull=false) const 
 
void RemoveColinearPoints(const idVec3 &normal, const float epsilon=ON_EPSILON)