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//========= Copyright Valve Corporation, All rights reserved. ============//
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//
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// Purpose:
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//
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// $NoKeywords: $
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//=============================================================================//
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#ifndef ISCRATCHPAD3D_H
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#define ISCRATCHPAD3D_H
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#ifdef _WIN32
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#pragma once
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#endif
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// IScratchPad3D will store drawing commands in a file to be viewed by ScratchPad3DViewer.
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// It can be used while stepping through geometry code to visualize what is going on as
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// drawing commands will be immediately visible in ScratchPad3DViewer even while you're stuck
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// in the debugger
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// ScratchPad3DViewer initially orbits 100 inches from the origin, so it can be useful
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// to call SetMapping to map what you're drawing input into this cube.
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#include "mathlib/vector.h"
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#include "mathlib/vector2d.h"
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#include "utlvector.h"
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class IFileSystem;
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class CSPColor
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{
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public:
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CSPColor()
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{
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m_flAlpha = 1;
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}
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CSPColor( const Vector &vColor, float flAlpha=1 )
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{
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m_vColor = vColor;
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m_flAlpha = flAlpha;
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}
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CSPColor( float r, float g, float b, float a=1 )
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{
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m_vColor.Init( r, g, b );
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m_flAlpha = a;
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}
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Vector m_vColor;
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float m_flAlpha;
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};
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class CSPVert
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{
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public:
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CSPVert() = default;
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CSPVert( Vector const &vPos, const CSPColor &vColor=CSPColor( Vector(1, 1, 1), 1 ) );
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void Init( Vector const &vPos, const CSPColor &vColor=CSPColor( Vector(1, 1, 1), 1 ) );
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public:
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Vector m_vPos;
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CSPColor m_vColor;
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};
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class CSPVertList
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{
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public:
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CSPVertList( int nVerts = 0 );
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CSPVertList(CSPVert const *pVerts, int nVerts);
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CSPVertList(Vector const *pVerts, int nVerts, CSPColor vColor=CSPColor(1,1,1) );
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CSPVertList(Vector const *pVerts, Vector const *pColors, int nVerts);
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CSPVertList(Vector const *pVerts, CSPColor const *pColors, int nVerts);
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CSPVertList(Vector const &vert1, CSPColor const &color1,
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Vector const &vert2, CSPColor const &color2,
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Vector const &vert3, CSPColor const &color3);
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CUtlVector<CSPVert> m_Verts;
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};
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class SPRGBA
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{
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public:
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unsigned char r,g,b,a;
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};
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class CTextParams
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{
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public:
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CTextParams();
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Vector m_vColor; // Color of the string (starting color.. at some point,
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// we can embed commands in the text itself to change the color).
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float m_flAlpha; // Alpha of the whole thing.
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bool m_bSolidBackground; // Should the background be solid or alpha'd?
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// Draw an outline around the text?
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bool m_bOutline;
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Vector m_vPos; // Where to render the text.
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bool m_bCentered; // Centered on m_vPos, or is m_vPos the upper-left corner?
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QAngle m_vAngles; // Orientation of the text.
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bool m_bTwoSided; // Render the text from both sides?
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float m_flLetterWidth; // Letter width in world space.
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};
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abstract_class IScratchPad3D
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{
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protected:
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virtual ~IScratchPad3D() {}
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// Types.
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public:
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enum RenderState
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{
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RS_FillMode=0, // val = one of the FillMode enums
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RS_ZRead,
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RS_ZBias // val = 0 - 16 to push Z towards viewer
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};
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enum FillMode
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{
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FillMode_Wireframe=0,
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FillMode_Solid
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};
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public:
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virtual void Release() = 0;
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// This sets up a mapping between input coordinates and output coordinates.
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// This can be used to zoom into an area of interest where you'll be drawing things.
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// An alternative is to press Z while in VisLibViewer to have it center and zoom on
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// everything that has been drawn.
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virtual void SetMapping(
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Vector const &vInputMin,
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Vector const &vInputMax,
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Vector const &vOutputMin,
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Vector const &vOutputMax ) = 0;
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// Enable/disable auto flush. When set to true (the default), all drawing commands
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// are immediately written to the file and will show up in VisLibViewer right away.
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// If you want to draw a lot of things, you can set this to false and call Flush()
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// manually when you want the file written out.
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// When you set auto flush to true, it calls Flush().
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virtual bool GetAutoFlush() = 0;
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virtual void SetAutoFlush( bool bAutoFlush ) = 0;
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// Draw a point. Point size is (roughly) in world coordinates, so points
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// get smaller as the viewer moves away.
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virtual void DrawPoint( CSPVert const &v, float flPointSize ) = 0;
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// Draw a line.
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virtual void DrawLine( CSPVert const &v1, CSPVert const &v2 ) = 0;
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// Draw a polygon.
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virtual void DrawPolygon( CSPVertList const &verts ) = 0;
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// Draw 2D rectangles.
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virtual void DrawRectYZ( float xPos, Vector2D const &vMin, Vector2D const &vMax, const CSPColor &vColor ) = 0;
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virtual void DrawRectXZ( float yPos, Vector2D const &vMin, Vector2D const &vMax, const CSPColor &vColor ) = 0;
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virtual void DrawRectXY( float zPos, Vector2D const &vMin, Vector2D const &vMax, const CSPColor &vColor ) = 0;
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// Draw a wireframe box.
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virtual void DrawWireframeBox( Vector const &vMin, Vector const &vMax, Vector const &vColor ) = 0;
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// Draw some text.
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virtual void DrawText( const char *pStr, const CTextParams ¶ms ) = 0;
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// Wireframe on/off.
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virtual void SetRenderState( RenderState state, unsigned long val ) = 0;
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// Clear all the drawing commands.
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virtual void Clear() = 0;
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// Calling this writes all the commands to the file. If AutoFlush is true, this is called
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// automatically in all the drawing commands.
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virtual void Flush() = 0;
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// Primitives that build on the atomic primitives.
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public:
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// Draw a black and white image.
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// Corners are in this order: bottom-left, top-left, top-right, bottom-right.
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// If the corners are NULL, then the image is drawn in the XY plane from (-100,-100) to (100,100).
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virtual void DrawImageBW(
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unsigned char const *pData,
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int width,
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int height,
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int pitchInBytes,
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bool bOutlinePixels=true,
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bool bOutlineImage=false,
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Vector *vCorners=NULL ) = 0;
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// Draw an RGBA image.
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// Corners are in this order: bottom-left, top-left, top-right, bottom-right.
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virtual void DrawImageRGBA(
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SPRGBA *pData,
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int width,
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int height,
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int pitchInBytes,
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bool bOutlinePixels=true,
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bool bOutlineImage=false,
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Vector *vCorners=NULL ) = 0;
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};
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// Just a helper for functions where you want to have a CScratchPad3D around
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// and release it automatically when the function exits.
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class CScratchPadAutoRelease
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{
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public:
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CScratchPadAutoRelease( IScratchPad3D *pPad ) { m_pPad = pPad; }
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~CScratchPadAutoRelease() { if( m_pPad ) m_pPad->Release(); }
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IScratchPad3D *m_pPad;
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};
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IScratchPad3D* ScratchPad3D_Create( char const *pFilename = "scratch.pad" );
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// ------------------------------------------------------------------------------------ //
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// Inlines.
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// ------------------------------------------------------------------------------------ //
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inline CTextParams::CTextParams()
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{
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m_vColor.Init( 1, 1, 1 );
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m_flAlpha = 1;
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m_bSolidBackground = true;
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m_bOutline = true;
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m_vPos.Init();
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m_bCentered = true;
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m_vAngles.Init();
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m_bTwoSided = true;
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m_flLetterWidth = 3;
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}
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inline CSPVert::CSPVert( Vector const &vPos, const CSPColor &vColor )
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{
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Init( vPos, vColor );
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}
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inline void CSPVert::Init( Vector const &vPos, const CSPColor &vColor )
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{
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m_vPos = vPos;
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m_vColor = vColor;
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}
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inline CSPVertList::CSPVertList( int nVerts )
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{
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if( nVerts )
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m_Verts.AddMultipleToTail( nVerts );
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}
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inline CSPVertList::CSPVertList(CSPVert const *pVerts, int nVerts )
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{
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m_Verts.CopyArray( pVerts, nVerts );
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}
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inline CSPVertList::CSPVertList(Vector const *pVerts, int nVerts, CSPColor vColor )
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{
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m_Verts.AddMultipleToTail( nVerts );
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for( int i=0; i < nVerts; i++ )
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{
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m_Verts[i].m_vPos = pVerts[i];
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m_Verts[i].m_vColor = vColor;
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}
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}
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inline CSPVertList::CSPVertList( Vector const *pVerts, Vector const *pColors, int nVerts )
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{
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m_Verts.AddMultipleToTail( nVerts );
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for( int i=0; i < nVerts; i++ )
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{
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m_Verts[i].m_vPos = pVerts[i];
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m_Verts[i].m_vColor = pColors[i];
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}
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}
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inline CSPVertList::CSPVertList( Vector const *pVerts, CSPColor const *pColors, int nVerts )
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{
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m_Verts.AddMultipleToTail( nVerts );
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for( int i=0; i < nVerts; i++ )
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{
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m_Verts[i].m_vPos = pVerts[i];
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m_Verts[i].m_vColor = pColors[i];
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}
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}
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inline CSPVertList::CSPVertList(
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Vector const &vert1, CSPColor const &color1,
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Vector const &vert2, CSPColor const &color2,
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Vector const &vert3, CSPColor const &color3 )
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{
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m_Verts.AddMultipleToTail( 3 );
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m_Verts[0].Init( vert1, color1 );
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m_Verts[1].Init( vert2, color2 );
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m_Verts[2].Init( vert3, color3 );
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}
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#endif // ISCRATCHPAD3D_H
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