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https://github.com/blendogames/quadrilateralcowboy.git
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144 lines
5.1 KiB
C
144 lines
5.1 KiB
C
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/*
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===========================================================================
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Doom 3 GPL Source Code
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Copyright (C) 1999-2011 id Software LLC, a ZeniMax Media company.
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This file is part of the Doom 3 GPL Source Code (?Doom 3 Source Code?).
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Doom 3 Source Code is free software: you can redistribute it and/or modify
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it under the terms of the GNU General Public License as published by
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the Free Software Foundation, either version 3 of the License, or
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(at your option) any later version.
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Doom 3 Source Code is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with Doom 3 Source Code. If not, see <http://www.gnu.org/licenses/>.
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In addition, the Doom 3 Source Code is also subject to certain additional terms. You should have received a copy of these additional terms immediately following the terms and conditions of the GNU General Public License which accompanied the Doom 3 Source Code. If not, please request a copy in writing from id Software at the address below.
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If you have questions concerning this license or the applicable additional terms, you may contact in writing id Software LLC, c/o ZeniMax Media Inc., Suite 120, Rockville, Maryland 20850 USA.
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===========================================================================
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*/
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#ifndef __SELECT_H_
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#define __SELECT_H_
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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_addpoint, // for dropping points
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sel_editpoint // for editing points
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} select_t;
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class CDragPoint {
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public:
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idVec3 vec;
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brush_t *pBrush;
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int nType;
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bool priority;
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CDragPoint() {};
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CDragPoint(brush_t *b, idVec3 v, int type, bool p) {
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pBrush = b;
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VectorCopy(v, vec);
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nType = type;
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priority = p;
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}
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void Set(brush_t *b, idVec3 v, int type) {
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pBrush = b;
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VectorCopy(v, vec);
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nType = type;
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}
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bool PointWithin(idVec3 p, int nView = -1);
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};
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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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CDragPoint *point;
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float dist;
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bool selected;
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} qertrace_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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qertrace_t Test_Ray ( const idVec3 &origin, const idVec3 &dir, int flags );
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CDragPoint *PointRay( const idVec3 &org, const idVec3 &dir, float *dist);
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void SelectCurvePointByRay( const idVec3 &org, const idVec3 &dir, int buttons);
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void SelectSplinePointByRay( const idVec3 &org, const idVec3 &dir, int buttons);
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void Select_GetBounds (idVec3 &mins, idVec3 &maxs);
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void Select_Brush (brush_t *b, bool bComplete = true, bool bStatus = true);
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void Select_Ray (idVec3 origin, idVec3 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 (idVec3 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, bool update = true);
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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_CenterOrigin();
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void Select_AllOfType();
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void Select_Reselect();
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void Select_FitTexture(float height = 1.0, float width = 1.0);
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void Select_InitializeRotation();
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void Select_FinalizeRotation();
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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, idVec3& p1, idVec3& p2, idVec3& p3);
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void AbsoluteToLocal( const idPlane &normal2, face_t* f, idVec3& p1, idVec3& p2, idVec3& p3);
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void Select_Hide(bool invert = false);
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void Select_ShowAllHidden();
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void Select_WireFrame( bool wireFrame );
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void Select_ForceVisible( bool visible );
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void Select_Name(const char *pName);
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void Select_AddProjectedLight();
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void Select_GetMid (idVec3 &mid);
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void Select_SetDefaultTexture(const idMaterial *mat, bool fitScale, bool setTexture);
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void Select_UpdateTextureName(const char *name);
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void Select_FlipTexture(bool y);
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void Select_SetPatchFit(float dim1, float dim2, float srcWidth, float srcHeight, float rot);
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void Select_SetPatchST(float s1, float t1, float s2, float t2);
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void Select_ProjectFaceOntoPatch( face_t *face );
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void Select_CopyPatchTextureCoords( patchMesh_t *p );
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void Select_AllTargets();
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void Select_Scale(float x, float y, float z);
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void Select_RotateTexture(float amt, bool absolute = false);
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void Select_ScaleTexture(float x, float y, bool update = true, bool absolute = true);
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void Select_DefaultTextureScale(bool horz, bool vert, bool update = true);
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void Select_ShiftTexture(float x, float y, bool autoAdjust = false);
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void Select_GetTrueMid (idVec3 &mid);
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void Select_Scale(float x, float y, float z);
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#endif
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