mirror of
https://github.com/nillerusr/source-engine.git
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645 lines
19 KiB
C++
645 lines
19 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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//=============================================================================//
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#ifndef MAPFACE_H
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#define MAPFACE_H
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#ifdef _WIN32
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#pragma once
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#endif
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#pragma warning(push, 1)
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#pragma warning(disable:4701 4702 4530)
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#include <fstream>
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#pragma warning(pop)
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#include "hammer_mathlib.h"
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#include "MapAtom.h"
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#include "DispManager.h"
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#include "mathlib/Vector4d.h"
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#include "utlvector.h"
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#include "Color.h"
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#include "smoothinggroupmgr.h"
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#include "detailobjects.h"
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class CCheckFaceInfo;
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class IEditorTexture;
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class CRender;
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class CRender3D;
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class CChunkFile;
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class CSaveInfo;
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class IMaterial;
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class CMapWorld;
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struct MapFaceRender_t;
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class CMeshBuilder;
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class IMesh;
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struct LoadFace_t;
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enum EditorRenderMode_t;
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enum ChunkFileResult_t;
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#define DEFAULT_TEXTURE_SCALE 0.25
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#define DEFAULT_LIGHTMAP_SCALE 16
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#define SMOOTHING_GROUP_MAX_COUNT 32
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#define SMOOTHING_GROUP_DEFAULT 0
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//
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// Flags for CMapFace::CopyFrom.
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//
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#define COPY_FACE_PLANE 0x00000001 // Copies only the face's plane. Used for carving.
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#define COPY_FACE_POINTS 0x00000002 // Copies the face's points and plane.
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//
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// Used for storing the extrema of a face. Each element of the Extents_t array
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// contains a point that represents a local extreme along a particular dimension.
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//
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enum
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{
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EXTENTS_XMIN = 0,
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EXTENTS_XMAX,
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EXTENTS_YMIN,
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EXTENTS_YMAX,
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EXTENTS_ZMIN,
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EXTENTS_ZMAX,
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NUM_EXTENTS_DIMS,
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};
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typedef Vector Extents_t[NUM_EXTENTS_DIMS];
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struct PLANE
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{
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Vector normal;
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float dist;
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Vector planepts[3];
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};
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typedef struct
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{
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int numpoints;
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Vector *p; // variable sized
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} winding_t;
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enum FaceOrientation_t
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{
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FACE_ORIENTATION_FLOOR = 0,
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FACE_ORIENTATION_CEILING,
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FACE_ORIENTATION_NORTH_WALL,
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FACE_ORIENTATION_SOUTH_WALL,
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FACE_ORIENTATION_EAST_WALL,
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FACE_ORIENTATION_WEST_WALL,
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FACE_ORIENTATION_INVALID
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};
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//
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// Both an enumeration and bitflags. Used as bitflags when querying a face for its texture
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// alignment because it could be world aligned and face aligned at the same time.
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//
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enum TextureAlignment_t
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{
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TEXTURE_ALIGN_NONE = 0x0000,
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TEXTURE_ALIGN_WORLD = 0x0001,
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TEXTURE_ALIGN_FACE = 0x0002,
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TEXTURE_ALIGN_QUAKE = 0x0004
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};
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enum TextureJustification_t
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{
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TEXTURE_JUSTIFY_NONE = 0,
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TEXTURE_JUSTIFY_TOP,
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TEXTURE_JUSTIFY_BOTTOM,
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TEXTURE_JUSTIFY_LEFT,
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TEXTURE_JUSTIFY_CENTER,
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TEXTURE_JUSTIFY_RIGHT,
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TEXTURE_JUSTIFY_FIT,
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TEXTURE_JUSTIFY_MAX
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};
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#define INIT_TEXTURE_FORCE 0x0001
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#define INIT_TEXTURE_AXES 0x0002
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#define INIT_TEXTURE_ROTATION 0x0004
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#define INIT_TEXTURE_SHIFT 0x0008
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#define INIT_TEXTURE_SCALE 0x0010
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#define INIT_TEXTURE_ALL (INIT_TEXTURE_AXES | INIT_TEXTURE_ROTATION | INIT_TEXTURE_SHIFT | INIT_TEXTURE_SCALE)
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//
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// Flags for CreateFace.
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//
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#define CREATE_FACE_PRESERVE_PLANE 0x0001 // Hack to prevent plane from being recalculated while building a solid from its planes.
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#define CREATE_FACE_CLIPPING 0x0002
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//
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// Serialized data structure. Do not modify!
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//
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struct TEXTURE_21
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{
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char texture[MAX_PATH];
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float rotate;
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float shift[2];
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float scale[2];
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BYTE smooth;
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BYTE material;
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DWORD q2surface;
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DWORD q2contents;
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DWORD q2value;
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};
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//
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// Post 2.1 explicit texture U/V axes were added.
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//
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// Serialized data structure. Do not modify!
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//
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struct TEXTURE_33
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{
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char texture[MAX_PATH];
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float UAxis[4]; // Must remain float[4] for RMF serialization.
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float VAxis[4]; // Must remain float[4] for RMF serialization.
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float rotate;
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float scale[2];
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BYTE smooth;
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BYTE material;
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DWORD q2surface;
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DWORD q2contents;
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int nLightmapScale;
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};
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struct TEXTURE
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{
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char texture[MAX_PATH];
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Vector4D UAxis;
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Vector4D VAxis;
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float rotate;
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float scale[2];
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BYTE smooth;
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BYTE material;
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DWORD q2surface;
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DWORD q2contents;
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int nLightmapScale;
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TEXTURE& operator=( TEXTURE const& src )
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{
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// necessary since operator= is private for UAxis
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memcpy( this, &src, sizeof(TEXTURE) );
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return *this;
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}
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};
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#define FACE_FLAGS_NOSHADOW 1
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#define FACE_FLAGS_NODRAW_IN_LPREVIEW 2
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class CMapFace : public CMapAtom
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{
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public:
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CMapFace(void);
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~CMapFace(void);
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// If bRescaleTextureCoordinates is true, then it will rescale and reoffset the texture coordinates
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// so that the texture is in the same apparent spot as the old texture (if they are different sizes).
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void SetTexture(const char *pszNewTex, bool bRescaleTextureCoordinates = false);
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void SetTexture(IEditorTexture *pTexture, bool bRescaleTextureCoordinates = false);
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void GetTextureName(char *pszName) const;
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inline IEditorTexture *GetTexture(void) const;
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// Renders opaque faces
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static void AddFaceToQueue( CMapFace* pMapFace, IEditorTexture* pTexture, EditorRenderMode_t renderMode, bool selected, SelectionState_t faceSelectionState );
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static void PushFaceQueue( void );
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static void PopFaceQueue( void );
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static void RenderOpaqueFaces( CRender3D* pRender );
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//
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// Serialization.
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//
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ChunkFileResult_t LoadVMF(CChunkFile *pFile);
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ChunkFileResult_t SaveVMF(CChunkFile *pFile, CSaveInfo *pSaveInfo);
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int SerializeRMF(std::fstream&, BOOL);
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int SerializeMAP(std::fstream&, BOOL);
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BOOL CheckFace(CCheckFaceInfo* = NULL);
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BOOL Fix(void);
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float GetNormalDistance(Vector& fPoint);
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inline int GetPointCount(void);
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inline void GetPoint(Vector& Point, int nPoint);
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inline void GetLightmapCoord( Vector2D & LightmapCoord, int nIndex );
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inline void SetLightmapCoord( const Vector2D &LightmapCoord, int nIndex );
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inline void GetTexCoord( Vector2D & TexCoord, int nTexCoord );
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// Texture alignment.
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void GetCenter(Vector& Center);
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FaceOrientation_t GetOrientation(void) const;
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void RotateTextureAxes(float fDegrees);
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void InitializeTextureAxes(TextureAlignment_t eAlignment, DWORD dwFlags);
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void JustifyTexture(TextureJustification_t eJustification);
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void JustifyTextureUsingExtents(TextureJustification_t eJustification, Extents_t Extents);
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void GetFaceBounds(Vector& pfMins, Vector& pfMaxs) const;
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void GetFaceExtents(Extents_t Extents) const;
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void GetTextureExtents(Extents_t Extents, Vector2D & TopLeft, Vector2D & BottomRight) const;
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int GetTextureAlignment(void) const;
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void GetFaceTextureExtents(Vector2D & TopLeft, Vector2D & BottomRight) const;
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void CalcTextureCoordAtPoint( const Vector& pt, Vector2D & texCoord );
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void CalcLightmapCoordAtPoint( const Vector& pt, Vector2D & lightCoord );
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// Returns the max lightmap size for this face
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int MaxLightmapSize() const;
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void NormalizeTextureShifts(void);
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BOOL IsTextureAxisValid(void) const;
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inline void SetCordonFace( bool bCordonFace );
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inline bool IsCordonFace() const;
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// Old code for setting up texture axes. Needed for backwards compatibility.
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void InitializeQuakeStyleTextureAxes(Vector4D& UAxis, Vector4D& VAxis);
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void CreateFace(Vector *pPoints, int nPoints, bool bIsCordonFace = false);
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void CreateFace(winding_t *w, int nFlags = 0);
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CMapFace *CopyFrom(const CMapFace *pFrom, DWORD dwFlags = COPY_FACE_POINTS, bool bUpdateDependencies = true );
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size_t AllocatePoints(int nPoints);
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void OnUndoRedo();
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void CalcPlane(void);
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void CalcPlaneFromFacePoints(void);
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void CalcTextureCoords();
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void OffsetTexture(const Vector &Delta);
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void SetTextureCoords(int nPoint, float u, float v);
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struct TangentSpaceAxes_t
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{
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Vector tangent;
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Vector binormal;
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};
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void CalcTangentSpaceAxes( void );
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bool AllocTangentSpaceAxes( int count );
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void FreeTangentSpaceAxes( void );
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void Render2D(CRender2D *pRender);
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void Render3D(CRender3D *pRender);
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void Render3DGrid(CRender3D *pRender);
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void RenderVertices(CRender *pRender);
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void OnAddToWorld(CMapWorld *pWorld);
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void OnRemoveFromWorld(void);
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static void SetShowSelection(bool bShowSelection);
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inline void SetRenderAlpha(unsigned char uchAlpha) { m_uchAlpha = uchAlpha; } // HACK: should be in CMapAtom
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inline void GetFaceNormal( Vector& normal );
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bool TraceLine(Vector &HitPos, Vector &HitNormal, Vector const &Start, Vector const &End);
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bool TraceLineInside( Vector &HitPos, Vector &HitNormal, Vector const &Start, Vector const &End, bool bNoDisp = false );
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inline void SetDisp( EditDispHandle_t handle, bool bDestroyPrevious = true );
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inline EditDispHandle_t GetDisp( void );
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inline bool HasDisp( void ) const;
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bool ShouldRenderLast();
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void GetDownVector( int index, Vector& downVect );
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bool GetRender2DBox( Vector& boundMin, Vector& boundMax );
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bool GetCullBox( Vector& boundMin, Vector& boundMax );
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size_t GetDataSize( void );
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inline int GetFaceID(void);
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inline void SetFaceID(int nFaceID);
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// Smoothing group.
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int SmoothingGroupCount( void );
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void AddSmoothingGroup( int iGroup );
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void RemoveSmoothingGroup( int iGroup );
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bool InSmoothingGroup( int iGroup );
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// Indicates this guy should be unlit
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void RenderUnlit( bool enable );
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// (begin serialized information
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TEXTURE texture; // Texture info.
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Vector *Points; // Array of face points, dynamically allocated.
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int nPoints; // The number of points in the array.
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// end serialized information)
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PLANE plane;
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int m_nFaceFlags; // FACE_FLAGS_xx
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void DoTransform(const VMatrix &matrix);
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virtual void AddShadowingTriangles( CUtlVector<Vector> &tri_list );
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DetailObjects *m_pDetailObjects;
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protected:
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void ComputeColor( CRender3D* pRender, bool bRenderAsSelected, SelectionState_t faceSelectionState,
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bool ignoreLighting, Color &pColor );
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void DrawFace( Color &pColor, EditorRenderMode_t mode );
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void RenderGridIfCloseEnough( CRender3D* pRender );
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void RenderTextureAxes( CRender3D* pRender );
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// Adds a face's vertices to the meshbuilder
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void AddFaceVertices( CMeshBuilder &builder, CRender3D* pRender, bool bRenderSelected, SelectionState_t faceSelectionState );
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// render texture axes
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static void RenderTextureAxes( CRender3D* pRender, int nCount, CMapFace **ppFaces );
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static void RenderGridsIfCloseEnough( CRender3D* pRender, int nCount, CMapFace **ppFaces );
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static void Render3DGrids( CRender3D* pRender, int nCount, CMapFace **ppFaces );
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static void RenderWireframeFaces( CRender3D* pRender, int nCount, MapFaceRender_t **ppFaces );
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static void RenderFacesBatch( CMeshBuilder &MeshBuilder, IMesh* pMesh, CRender3D* pRender, MapFaceRender_t **ppFaces, int nFaceCount, int nVertexCount, int nIndexCount, bool bWireframe );
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static void RenderFaces( CRender3D* pRender, int nCount, MapFaceRender_t **ppFaces );
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void RenderFace3D( CRender3D* pRender, EditorRenderMode_t renderMode, bool renderSelected, SelectionState_t faceSelectionState );
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//
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// Serialization (chunk handlers).
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//
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static ChunkFileResult_t LoadDispInfoCallback(CChunkFile *pFile, CMapFace *pFace);
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static ChunkFileResult_t LoadKeyCallback(const char *szKey, const char *szValue, LoadFace_t *pLoadFace);
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unsigned char m_uchAlpha; // HACK: should be in CMapAtom
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int m_nFaceID; // The unique ID of this face in the world.
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IEditorTexture *m_pTexture; // Texture that is applied to this face.
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static IEditorTexture *m_pLightmapGrid; // Lightmap grid texture for use in viewing lightmap scales.
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EditDispHandle_t m_DispHandle; // Displacement map applied to this face, NULL if none.
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static bool m_bShowFaceSelection; // Whether to render faces with a special color when they are selected.
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Vector2D *m_pTextureCoords; // An array of texture coordinates, one per face point.
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Vector2D *m_pLightmapCoords; // An array of lightmap coordinates, one per face point.
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bool m_bIsCordonFace : 1;
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// should this be affected by lighting?
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bool m_bIgnoreLighting : 1;
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TangentSpaceAxes_t *m_pTangentAxes;
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unsigned int m_fSmoothingGroups; // 32-bits representing 32 smoothing groups
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void UpdateFaceFlags( void ); // sniff face flags from texture
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};
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//-----------------------------------------------------------------------------
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// Purpose: Returns the unique ID of this face.
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//-----------------------------------------------------------------------------
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inline int CMapFace::GetFaceID(void)
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{
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return(m_nFaceID);
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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// Input : TexCoord -
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// nTexCoord -
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//-----------------------------------------------------------------------------
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inline void CMapFace::GetLightmapCoord( Vector2D& LightmapCoord, int nIndex )
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{
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Assert( nIndex < nPoints );
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LightmapCoord[0] = m_pLightmapCoords[nIndex][0];
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LightmapCoord[1] = m_pLightmapCoords[nIndex][1];
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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// Input : &LightmapCoord -
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// nIndex -
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// Output : inline void
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//-----------------------------------------------------------------------------
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inline void CMapFace::SetLightmapCoord( const Vector2D &LightmapCoord, int nIndex )
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{
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Assert( nIndex < nPoints );
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m_pLightmapCoords[nIndex][0] = LightmapCoord[0];
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m_pLightmapCoords[nIndex][1] = LightmapCoord[1];
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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// Input : TexCoord -
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// nTexCoord -
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//-----------------------------------------------------------------------------
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inline void CMapFace::GetTexCoord( Vector2D& TexCoord, int nTexCoord )
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{
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Assert( nTexCoord < nPoints );
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TexCoord[0] = m_pTextureCoords[nTexCoord][0];
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TexCoord[1] = m_pTextureCoords[nTexCoord][1];
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}
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//-----------------------------------------------------------------------------
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// Purpose: Returns a pointer to the texture that is applied to this face, NULL if none.
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//-----------------------------------------------------------------------------
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inline IEditorTexture *CMapFace::GetTexture(void) const
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{
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return(m_pTexture);
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}
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//-----------------------------------------------------------------------------
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// Purpose: Returns the number of vertices that define this face.
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//-----------------------------------------------------------------------------
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inline int CMapFace::GetPointCount(void)
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{
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return(nPoints);
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}
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//-----------------------------------------------------------------------------
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// Purpose: Retrieves a point on this face by its index.
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// Input : Point - Receives point coordinates.
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// nPoint - Index of point to retrieve.
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//-----------------------------------------------------------------------------
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inline void CMapFace::GetPoint(Vector& Point, int nPoint)
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{
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Assert(nPoint < nPoints);
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Point = Points[nPoint];
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}
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//-----------------------------------------------------------------------------
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//-----------------------------------------------------------------------------
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inline void CMapFace::GetFaceNormal( Vector& normal )
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{
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normal = plane.normal;
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}
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//-----------------------------------------------------------------------------
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// Purpose: Sets the unique ID of this face.
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//-----------------------------------------------------------------------------
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inline void CMapFace::SetFaceID(int nID)
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{
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m_nFaceID = nID;
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}
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//-----------------------------------------------------------------------------
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// Purpose: Attaches a displacement surface to this face.
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// Input : handle - Displacement surface handle of surface attached to this face
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//-----------------------------------------------------------------------------
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inline void CMapFace::SetDisp( EditDispHandle_t handle, bool bDestroyPrevious )
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{
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if ( ( m_DispHandle != EDITDISPHANDLE_INVALID ) && bDestroyPrevious )
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{
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// destroy old handle
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EditDispMgr()->Destroy( m_DispHandle );
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}
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Assert( ( handle == EDITDISPHANDLE_INVALID ) || ( EditDispMgr()->GetDisp( handle ) != NULL ) );
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m_DispHandle = handle;
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}
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//-----------------------------------------------------------------------------
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// Purpose: Returns the displacement surface applied to this face,
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// DISPHANDLE_INVALID if none.
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//-----------------------------------------------------------------------------
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inline EditDispHandle_t CMapFace::GetDisp( void )
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{
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return m_DispHandle;
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}
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//-----------------------------------------------------------------------------
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// Purpose: Returns true if this face has a displacement surface, false if not.
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//-----------------------------------------------------------------------------
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inline bool CMapFace::HasDisp( void ) const
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{
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return ( m_DispHandle != EDITDISPHANDLE_INVALID );
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}
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//-----------------------------------------------------------------------------
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|
// Whether this face belongs to a cordon brush.
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|
//-----------------------------------------------------------------------------
|
|
inline void CMapFace::SetCordonFace( bool bCordonFace )
|
|
{
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|
m_bIsCordonFace = bCordonFace;
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|
}
|
|
|
|
|
|
inline bool CMapFace::IsCordonFace() const
|
|
{
|
|
return m_bIsCordonFace;
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Defines a container class for a list of face pointers.
|
|
//-----------------------------------------------------------------------------
|
|
class CMapFaceList : public CUtlVector<CMapFace *>
|
|
{
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|
public:
|
|
|
|
inline CMapFaceList(void) {}
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|
inline CMapFaceList(CMapFaceList const &other);
|
|
inline CMapFaceList &CMapFaceList::operator =(CMapFaceList const &other);
|
|
|
|
inline int FindFaceID(int nFaceID);
|
|
void Intersect(CMapFaceList &IntersectWith, CMapFaceList &In, CMapFaceList &Out);
|
|
};
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: Copy constructor.
|
|
//-----------------------------------------------------------------------------
|
|
CMapFaceList::CMapFaceList(CMapFaceList const &other)
|
|
{
|
|
*this = other;
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: Assignment operator for copying face lists.
|
|
// Input : other -
|
|
//-----------------------------------------------------------------------------
|
|
CMapFaceList &CMapFaceList::operator =(CMapFaceList const &other)
|
|
{
|
|
AddVectorToTail(other);
|
|
return *this;
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: Searches the list for a face with the given ID.
|
|
// Input : nFaceID - Numeric face ID to search for.
|
|
// Output : Index of found element, -1 if none.
|
|
//-----------------------------------------------------------------------------
|
|
int CMapFaceList::FindFaceID(int nFaceID)
|
|
{
|
|
for (int i = 0; i < Count(); i++)
|
|
{
|
|
if ((Element(i) != NULL) && (Element(i)->GetFaceID() == nFaceID))
|
|
{
|
|
return(i);
|
|
}
|
|
}
|
|
|
|
return(-1);
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Defines a container class for a list of face IDs.
|
|
//-----------------------------------------------------------------------------
|
|
class CMapFaceIDList : public CUtlVector<int>
|
|
{
|
|
public:
|
|
|
|
inline CMapFaceIDList(void) {}
|
|
inline CMapFaceIDList(CMapFaceIDList const &other);
|
|
inline CMapFaceIDList &CMapFaceIDList::operator =(CMapFaceIDList const &other);
|
|
|
|
void Intersect(CMapFaceIDList &IntersectWith, CMapFaceIDList &In, CMapFaceIDList &Out);
|
|
};
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: Copy constructor.
|
|
//-----------------------------------------------------------------------------
|
|
CMapFaceIDList::CMapFaceIDList(CMapFaceIDList const &other)
|
|
{
|
|
*this = other;
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: Assignment operator for copying face ID lists.
|
|
// Input : other -
|
|
//-----------------------------------------------------------------------------
|
|
CMapFaceIDList &CMapFaceIDList::operator =(CMapFaceIDList const &other)
|
|
{
|
|
AddVectorToTail(other);
|
|
return *this;
|
|
}
|
|
|
|
|
|
#endif // MAPFACE_H
|