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authorzakk <zakk@edf5b092-35ff-0310-97b2-ce42778d08ea>2005-08-26 04:48:05 +0000
committerzakk <zakk@edf5b092-35ff-0310-97b2-ce42778d08ea>2005-08-26 04:48:05 +0000
commit952c5c128f9efaea89d41d882c4ea3ade7df4591 (patch)
tree91b84d9be7afad7e99ac64a640a65b6cb5081900 /q3radiant/SELECT.H
parentc2c2e0d25d6cdb7d42d7dc981a863f65f94f281d (diff)
downloadioquake3-aero-952c5c128f9efaea89d41d882c4ea3ade7df4591.tar.gz
ioquake3-aero-952c5c128f9efaea89d41d882c4ea3ade7df4591.zip
Itsa me, quake3io!
git-svn-id: svn://svn.icculus.org/quake3/trunk@2 edf5b092-35ff-0310-97b2-ce42778d08ea
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+/*
+===========================================================================
+Copyright (C) 1999-2005 Id Software, Inc.
+
+This file is part of Quake III Arena source code.
+
+Quake III Arena source code is free software; you can redistribute it
+and/or modify it under the terms of the GNU General Public License as
+published by the Free Software Foundation; either version 2 of the License,
+or (at your option) any later version.
+
+Quake III Arena source code 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 General Public License for more details.
+
+You should have received a copy of the GNU General Public License
+along with Foobar; if not, write to the Free Software
+Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA
+===========================================================================
+*/
+
+typedef enum
+{
+ sel_brush,
+ // sel_sticky_brush,
+ // sel_face,
+ sel_vertex,
+ sel_edge,
+ sel_singlevertex,
+ sel_curvepoint,
+ sel_area,
+ sel_terrainpoint,
+ sel_terraintexture,
+ sel_addpoint, // for dropping points
+ sel_editpoint // for editing points
+
+} select_t;
+
+typedef struct
+{
+ brush_t *brush;
+ face_t *face;
+ terrainFace_t *terraface;
+ float dist;
+ qboolean selected;
+} trace_t;
+
+
+#define SF_SELECTED_ONLY 0x01
+#define SF_ENTITIES_FIRST 0x02
+#define SF_SINGLEFACE 0x04
+#define SF_IGNORECURVES 0x08
+#define SF_IGNOREGROUPS 0x10
+#define SF_CYCLE 0x20
+#define SF_CYCLEKEEP 0x40
+
+
+trace_t Test_Ray (vec3_t origin, vec3_t dir, int flags);
+
+void Select_GetBounds (vec3_t mins, vec3_t maxs);
+void Select_Brush (brush_t *b, bool bComplete = true, bool bStatus = true);
+void Select_Ray (vec3_t origin, vec3_t dir, int flags);
+void Select_Delete (void);
+void Select_Deselect (bool bDeselectFaces = true);
+void Select_Invert(void);
+void Select_Clone (void);
+void Select_Move (vec3_t delta, bool bSnap = true);
+void WINAPI Select_SetTexture (texdef_t *texdef, brushprimit_texdef_t *brushprimit_texdef, bool bFitScale = false, void* pPlugTexdef = NULL);
+void Select_FlipAxis (int axis);
+void Select_RotateAxis (int axis, float deg, bool bPaint = true, bool bMouse = false);
+void Select_CompleteTall (void);
+void Select_PartialTall (void);
+void Select_Touching (void);
+void Select_Inside (void);
+void Select_MakeStructural (void);
+void Select_MakeDetail (void);
+void Select_AllOfType();
+void Select_Reselect();
+void Select_FitTexture(int nHeight = 1, int nWidth = 1);
+
+// absolute texture coordinates
+// TTimo NOTE: this is stuff for old brushes format and rotation texture lock .. sort of in-between with bush primitives
+void ComputeAbsolute(face_t* f, vec3_t& p1, vec3_t& p2, vec3_t& p3);
+void AbsoluteToLocal(plane_t normal2, face_t* f, vec3_t& p1, vec3_t& p2, vec3_t& p3);
+void Select_Hide();
+void Select_ShowAllHidden();
+// add selected brushes to a group, update the tree
+void Select_AddToGroup(const char *pName);
+void Select_Name(const char *pName);
+void clearSelection();