Itsa me, quake3io!
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140
q3radiant/SELECT.H
Normal file → Executable file
140
q3radiant/SELECT.H
Normal file → Executable file
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@ -19,73 +19,73 @@ along with Foobar; if not, write to the Free Software
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Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA
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===========================================================================
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*/
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typedef enum
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{
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sel_brush,
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// sel_sticky_brush,
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// sel_face,
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sel_vertex,
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sel_edge,
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sel_singlevertex,
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sel_curvepoint,
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sel_area,
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sel_terrainpoint,
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sel_terraintexture,
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sel_addpoint, // for dropping points
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sel_editpoint // for editing points
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} select_t;
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typedef struct
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{
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brush_t *brush;
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face_t *face;
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terrainFace_t *terraface;
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float dist;
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qboolean selected;
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} trace_t;
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#define SF_SELECTED_ONLY 0x01
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#define SF_ENTITIES_FIRST 0x02
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#define SF_SINGLEFACE 0x04
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#define SF_IGNORECURVES 0x08
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#define SF_IGNOREGROUPS 0x10
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#define SF_CYCLE 0x20
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#define SF_CYCLEKEEP 0x40
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trace_t Test_Ray (vec3_t origin, vec3_t dir, int flags);
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void Select_GetBounds (vec3_t mins, vec3_t maxs);
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void Select_Brush (brush_t *b, bool bComplete = true, bool bStatus = true);
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void Select_Ray (vec3_t origin, vec3_t dir, int flags);
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void Select_Delete (void);
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void Select_Deselect (bool bDeselectFaces = true);
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void Select_Invert(void);
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void Select_Clone (void);
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void Select_Move (vec3_t delta, bool bSnap = true);
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void WINAPI Select_SetTexture (texdef_t *texdef, brushprimit_texdef_t *brushprimit_texdef, bool bFitScale = false, void* pPlugTexdef = NULL);
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void Select_FlipAxis (int axis);
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void Select_RotateAxis (int axis, float deg, bool bPaint = true, bool bMouse = false);
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void Select_CompleteTall (void);
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void Select_PartialTall (void);
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void Select_Touching (void);
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void Select_Inside (void);
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void Select_MakeStructural (void);
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void Select_MakeDetail (void);
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void Select_AllOfType();
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void Select_Reselect();
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void Select_FitTexture(int nHeight = 1, int nWidth = 1);
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// absolute texture coordinates
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// TTimo NOTE: this is stuff for old brushes format and rotation texture lock .. sort of in-between with bush primitives
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void ComputeAbsolute(face_t* f, vec3_t& p1, vec3_t& p2, vec3_t& p3);
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void AbsoluteToLocal(plane_t normal2, face_t* f, vec3_t& p1, vec3_t& p2, vec3_t& p3);
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void Select_Hide();
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void Select_ShowAllHidden();
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// add selected brushes to a group, update the tree
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void Select_AddToGroup(const char *pName);
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void Select_Name(const char *pName);
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void clearSelection();
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typedef enum
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{
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sel_brush,
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// sel_sticky_brush,
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// sel_face,
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sel_vertex,
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sel_edge,
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sel_singlevertex,
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sel_curvepoint,
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sel_area,
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sel_terrainpoint,
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sel_terraintexture,
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sel_addpoint, // for dropping points
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sel_editpoint // for editing points
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} select_t;
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typedef struct
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{
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brush_t *brush;
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face_t *face;
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terrainFace_t *terraface;
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float dist;
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qboolean selected;
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} trace_t;
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#define SF_SELECTED_ONLY 0x01
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#define SF_ENTITIES_FIRST 0x02
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#define SF_SINGLEFACE 0x04
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#define SF_IGNORECURVES 0x08
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#define SF_IGNOREGROUPS 0x10
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#define SF_CYCLE 0x20
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#define SF_CYCLEKEEP 0x40
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trace_t Test_Ray (vec3_t origin, vec3_t dir, int flags);
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void Select_GetBounds (vec3_t mins, vec3_t maxs);
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void Select_Brush (brush_t *b, bool bComplete = true, bool bStatus = true);
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void Select_Ray (vec3_t origin, vec3_t dir, int flags);
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void Select_Delete (void);
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void Select_Deselect (bool bDeselectFaces = true);
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void Select_Invert(void);
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void Select_Clone (void);
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void Select_Move (vec3_t delta, bool bSnap = true);
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void WINAPI Select_SetTexture (texdef_t *texdef, brushprimit_texdef_t *brushprimit_texdef, bool bFitScale = false, void* pPlugTexdef = NULL);
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void Select_FlipAxis (int axis);
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void Select_RotateAxis (int axis, float deg, bool bPaint = true, bool bMouse = false);
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void Select_CompleteTall (void);
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void Select_PartialTall (void);
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void Select_Touching (void);
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void Select_Inside (void);
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void Select_MakeStructural (void);
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void Select_MakeDetail (void);
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void Select_AllOfType();
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void Select_Reselect();
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void Select_FitTexture(int nHeight = 1, int nWidth = 1);
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// absolute texture coordinates
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// TTimo NOTE: this is stuff for old brushes format and rotation texture lock .. sort of in-between with bush primitives
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void ComputeAbsolute(face_t* f, vec3_t& p1, vec3_t& p2, vec3_t& p3);
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void AbsoluteToLocal(plane_t normal2, face_t* f, vec3_t& p1, vec3_t& p2, vec3_t& p3);
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void Select_Hide();
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void Select_ShowAllHidden();
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// add selected brushes to a group, update the tree
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void Select_AddToGroup(const char *pName);
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void Select_Name(const char *pName);
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void clearSelection();
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