/* =========================================================================== Doom 3 GPL Source Code Copyright (C) 1999-2011 id Software LLC, a ZeniMax Media company. This file is part of the Doom 3 GPL Source Code (?Doom 3 Source Code?). Doom 3 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 3 of the License, or (at your option) any later version. Doom 3 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 Doom 3 Source Code. If not, see . 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. 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. =========================================================================== */ // patch stuff patchMesh_t* MakeNewPatch(int width, int height); brush_t* AddBrushForPatch(patchMesh_t *pm, bool bLinkToWorld = true); brush_t* Patch_GenericMesh(int nWidth, int nHeight, int nOrientation = 2, bool bDeleteSource = true, bool bOverride = false, patchMesh_t *parent = NULL); void Patch_ReadFile (char *name); void Patch_WriteFile (char *name); void Patch_BuildPoints (brush_t *b); void Patch_Move(patchMesh_t *p, const idVec3 vMove, bool bRebuild = false); //++timo had to add a default value for bSnap (see Patch_ApplyMatrix call from Select_ApplyMatrix in select.cpp) void Patch_ApplyMatrix(patchMesh_t *p, const idVec3 vOrigin, const idMat3 matrix, bool bSnap = false); void Patch_EditPatch(); void Patch_Deselect(); void Patch_Deselect(patchMesh_t *p); void Patch_Delete(patchMesh_t *p); int Patch_MemorySize(patchMesh_t *p); void Patch_Select(patchMesh_t *p); void Patch_Scale(patchMesh_t *p, const idVec3 vOrigin, const idVec3 vAmt, bool bRebuilt = true); void Patch_Cleanup(); void Patch_SetView(int n); void Patch_SetTexture(patchMesh_t *p, texdef_t *tex_def); void Patch_SetTextureName(patchMesh_t *p, const char *name); void Patch_BrushToMesh(bool bCone = false, bool bBevel = false, bool bEndcap = false, bool bSquare = false, int nHeight = 3); bool Patch_DragScale(patchMesh_t *p, idVec3 vAmt, idVec3 vMove); void Patch_ReadBuffer(char* pBuff, bool bSelect = false); void Patch_WriteFile (CMemFile* pMemFile); void Patch_UpdateSelected(idVec3 vMove); void Patch_AddRow(patchMesh_t *p); brush_t* Patch_Parse(bool bOld); void Patch_Write (patchMesh_t *p, FILE *f); void Patch_Write (patchMesh_t *p, CMemFile *file); void Patch_AdjustColumns(patchMesh_t *p, int nCols); void Patch_AdjustRows(patchMesh_t *p, int nRows); void Patch_AdjustSelected(bool bInsert, bool bColumn, bool bFlag); patchMesh_t* Patch_Duplicate(patchMesh_t *pFrom); void Patch_RotateTexture(patchMesh_t *p, float fAngle); void Patch_ScaleTexture(patchMesh_t *p, float fx, float fy, bool absolute); void Patch_ShiftTexture(patchMesh_t *p, float fx, float fy, bool autoAdjust); void Patch_DrawCam(patchMesh_t *p, bool selected); void Patch_DrawXY(patchMesh_t *p); void Patch_InsertColumn(patchMesh_t *p, bool bAdd); void Patch_InsertRow(patchMesh_t *p, bool bAdd); void Patch_RemoveRow(patchMesh_t *p, bool bFirst); void Patch_RemoveColumn(patchMesh_t *p, bool bFirst); void Patch_ToggleInverted(); void Patch_Restore(patchMesh_t *p); void Patch_Save(patchMesh_t *p); void Patch_SetTextureInfo(texdef_t* pt); void Patch_NaturalTexturing(); void Patch_ResetTexturing(float fx, float fy); void Patch_FitTexture(patchMesh_t *p, float fx, float fy); void Patch_FitTexturing(); void Patch_BendToggle(); void Patch_StartInsDel(); void Patch_BendHandleTAB(); void Patch_BendHandleENTER(); void Patch_SelectBendNormal(); void Patch_SelectBendAxis(); patchMesh_t* SinglePatchSelected(); void Patch_CapCurrent(bool bInvertedBevel = false, bool bInvertedEndcap = false); void Patch_DisperseRows(); void Patch_DisperseColumns(); void Patch_NaturalizeSelected(bool bCap = false, bool bCycleCap = false, bool alt = false); void Patch_SubdivideSelected(bool subdivide, int horz, int vert); void Patch_Naturalize(patchMesh_t *p, bool horz = true, bool vert = true, bool alt = false); void Patch_SelectAreaPoints(); void Patch_InvertTexture(bool bY); void Patch_InsDelToggle(); void Patch_InsDelHandleTAB(); void Patch_InsDelHandleENTER(); void Patch_SetOverlays(); void Patch_ClearOverlays(); void Patch_Thicken(int nAmount, bool bSeam); void Patch_Transpose(); void Patch_Freeze(); void Patch_MakeDirty(patchMesh_t *p); void Patch_UnFreeze(bool bAll); const char* Patch_GetTextureName(); void Patch_FindReplaceTexture(brush_t *pb, const char *pFind, const char *pReplace, bool bForce); void Patch_ReplaceQTexture(brush_t *pb, idMaterial *pOld, idMaterial *pNew); void Select_SnapToGrid(); void Patch_FromTriangle(idVec5 vx, idVec5 vy, idVec5 vz); const char* Patch_GetKeyValue(patchMesh_t *p, const char *pKey); void Patch_SetEpair(patchMesh_t *p, const char *pKey, const char *pValue); void Patch_FlipTexture(patchMesh_t *p, bool y); bool WINAPI OnlyPatchesSelected(); bool WINAPI AnyPatchesSelected(); void WINAPI Patch_Rebuild(patchMesh_t *p); extern bool g_bPatchShowBounds; extern bool g_bPatchWireFrame; extern bool g_bPatchWeld; extern bool g_bPatchDrillDown; extern bool g_bPatchInsertMode; extern bool g_bPatchBendMode; extern idVec3 g_vBendOrigin;