mirror of
https://github.com/jmarshall23/DoomRTX.git
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81 lines
4.4 KiB
C
81 lines
4.4 KiB
C
/*
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===========================================================================
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IceTech GPL Source Code
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Copyright (C) 2026 Justin Marshall
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This file is part of the IceTech GPL Source Code (?IceTech Source Code?).
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IceTech 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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IceTech 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 IceTech Source Code. If not, see <http://www.gnu.org/licenses/>.
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In addition, the IceTech 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 IceTech 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 Justin Marshall, justinmarshall20@gmail.com
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===========================================================================
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*/
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// brush.h
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brush_t* Brush_Alloc();
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void Brush_Free(brush_t* b, bool bRemoveNode = true);
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int Brush_MemorySize(brush_t* b);
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void Brush_MakeSided(int sides);
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void Brush_MakeSidedCone(int sides);
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void Brush_Move(brush_t* b, const idVec3 move, bool bSnap = true, bool updateOrigin = true);
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int Brush_MoveVertex(brush_t* b, const idVec3& vertex, const idVec3& delta, idVec3& end, bool bSnap);
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void Brush_ResetFaceOriginals(brush_t* b);
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brush_t* Brush_Parse(const idVec3 origin);
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face_t* Brush_Ray(idVec3 origin, idVec3 dir, brush_t* b, float* dist, bool testPrimitive = false);
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void Brush_RemoveFromList(brush_t* b);
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void Brush_AddToList(brush_t* b, brush_t* list);
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void Brush_Build(brush_t* b, bool bSnap = true, bool bMarkMap = true, bool bConvert = false, bool updateLights = true);
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void Brush_BuildWindings(brush_t* b, bool bSnap = true, bool keepOnPlaneWinding = false, bool updateLights = true, bool makeFacePlanes = true);
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brush_t* Brush_Clone(brush_t* b);
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brush_t* Brush_FullClone(brush_t* b);
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brush_t* Brush_Create(idVec3 mins, idVec3 maxs, texdef_t* texdef);
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brush_t* Brush_CreateFaceExtrusion(brush_t* sourceBrush, face_t* sourceFace, float distance);
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void Brush_Draw(brush_t* b, bool bSelected = false);
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void Brush_DrawXY(brush_t* b, int nViewType, bool bSelected = false, bool ignoreViewType = false);
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void Brush_SplitBrushByFace(brush_t* in, face_t* f, brush_t** front, brush_t** back);
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void Brush_SelectFaceForDragging(brush_t* b, face_t* f, bool shear);
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void Brush_SetTexture(brush_t* b, texdef_t* texdef, brushprimit_texdef_t* brushprimit_texdef, bool bFitScale = false);
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void Brush_SideSelect(brush_t* b, idVec3 origin, idVec3 dir, bool shear);
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void Brush_SnapToGrid(brush_t* pb);
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void Brush_Rotate(brush_t* b, idVec3 vAngle, idVec3 vOrigin, bool bBuild = true);
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void Brush_MakeSidedSphere(int sides);
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void Brush_Write(brush_t* b, FILE* f, const idVec3& origin, bool newFormat);
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void Brush_Write(brush_t* b, CMemFile* pMemFile, const idVec3& origin, bool NewFormat);
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void Brush_RemoveEmptyFaces(brush_t* b);
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idWinding* Brush_MakeFaceWinding(brush_t* b, face_t* face, bool keepOnPlaneWinding = false);
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void Brush_SetTextureName(brush_t* b, const char* name);
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void Brush_Print(brush_t* b);
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void Brush_FitTexture(brush_t* b, float height, float width);
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void Brush_SetEpair(brush_t* b, const char* pKey, const char* pValue);
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const char* Brush_GetKeyValue(brush_t* b, const char* pKey);
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const char* Brush_Name(brush_t* b);
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void Brush_RebuildBrush(brush_t* b, idVec3 vMins, idVec3 vMaxs, bool patch = true);
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void Brush_GetBounds(brush_t* b, idBounds& bo);
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face_t* Face_Alloc(void);
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void Face_Free(face_t* f);
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face_t* Face_Clone(face_t* f);
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void Face_MakePlane(face_t* f);
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void Face_Draw(face_t* face);
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void Face_TextureVectors(face_t* f, float STfromXYZ[2][4]);
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void Face_FitTexture(face_t* face, float height, float width);
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void SetFaceTexdef(brush_t* b, face_t* f, texdef_t* texdef, brushprimit_texdef_t* brushprimit_texdef, bool bFitScale = false);
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int AddPlanept(idVec3* f);
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