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79 lines
2.0 KiB
C++
79 lines
2.0 KiB
C++
//========= 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 DISPPAINT_H
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#define DISPPAINT_H
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#pragma once
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#include "mathlib/vector.h"
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#include "utlvector.h"
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#include "DispManager.h"
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class CMapDisp;
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struct SpatialPaintData_t
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{
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int m_nEffect;
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Vector m_vCenter;
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float m_flRadius;
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float m_flScalar;
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Vector m_vPaintAxis;
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unsigned int m_uiBrushType;
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bool m_bNudge;
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bool m_bNudgeInit;
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// Cache
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float m_flRadius2;
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float m_flOORadius2;
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};
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class CDispPaintMgr
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{
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public:
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CDispPaintMgr();
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~CDispPaintMgr();
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bool Paint( SpatialPaintData_t &spatialData, bool bAutoSew );
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protected:
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// Painting.
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bool PrePaint( SpatialPaintData_t &spatialData );
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bool PostPaint( bool bAutoSew );
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bool DoPaint( SpatialPaintData_t &spatialData );
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void DoPaintAdd( SpatialPaintData_t &spatialData, CMapDisp *pDisp );
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void DoPaintEqual( SpatialPaintData_t &spatialData, CMapDisp *pDisp );
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void DoPaintSmooth( SpatialPaintData_t &spatialData, CMapDisp *pDisp );
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void DoPaintOneOverR( const SpatialPaintData_t &spatialData, const Vector &vPos, float flDistance2, Vector &vNewPos );
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void DoPaintOne( const SpatialPaintData_t &spatialData, const Vector &vPos, Vector &vNewPos );
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bool DoPaintSmoothOneOverExp( const SpatialPaintData_t &spatialData, const Vector &vNewCenter, Vector &vPaintPos );
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// Utility.
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bool PaintSphereDispBBoxOverlap( const Vector &vCenter, float flRadius, const Vector &vBBoxMin, const Vector &vBBoxMax );
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bool IsInSphereRadius( const Vector &vCenter, float flRadius2, const Vector &vPos, float &flDistance2 );
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float CalcSmoothRadius2( const SpatialPaintData_t &spatialData, const Vector &vPoint );
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void AddToUndo( CMapDisp **pDisp );
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// Nudge
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void NudgeAdd( CMapDisp *pDisp, int iVert );
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void DoNudgeAdd( SpatialPaintData_t &spatialData );
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protected:
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struct DispVertPair_t
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{
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EditDispHandle_t m_hDisp;
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int m_iVert;
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};
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CUtlVector<DispVertPair_t> m_aNudgeData;
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};
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#endif // DISPPAINT_H
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