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https://github.com/nillerusr/source-engine.git
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190 lines
5.4 KiB
C++
190 lines
5.4 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 MAPSOLID_H
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#define MAPSOLID_H
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#pragma once
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#include "BlockArray.h"
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#include "MapClass.h"
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#include "MapFace.h"
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enum TextureAlignment_t;
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struct ExportDXFInfo_s;
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//
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// Flags for CreateFromPlanes:
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//
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#define CREATE_BUILD_PLANE_POINTS 0x0001 // Whether to regenerate the 3 plane points from the generated face points.
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#define CREATE_FROM_PLANES_CLIPPING 0x0002
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#define MAPSOLID_MAX_FACES 512 // Maximum number of faces a solid can have.
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enum HL1_SolidType_t
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{
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btSolid,
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btWater,
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btSlime,
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btLava
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};
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typedef BlockArray <CMapFace, 6, (MAPSOLID_MAX_FACES / 6) + 1> CSolidFaces;
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class CMapSolid : public CMapClass
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{
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friend CSSolid;
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public:
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//
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// construction/deconstruction
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//
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DECLARE_MAPCLASS( CMapSolid, CMapClass );
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CMapSolid( CMapClass *Parent0 = NULL );
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~CMapSolid();
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//
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// Serialization.
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//
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static void PreloadWorld( void );
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static int GetBadSolidCount( void );
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virtual void PostloadWorld(CMapWorld *pWorld);
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ChunkFileResult_t LoadVMF( CChunkFile *pFile, bool &bValid );
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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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//
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// Selection/Hit testing.
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//
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bool HitTest2D(CMapView2D *pView, const Vector2D &point, HitInfo_t &HitData);
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CMapClass *PrepareSelection(SelectMode_t eSelectMode);
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bool SaveDXF(ExportDXFInfo_s *pInfo);
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//
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// creation/copy/editing
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//
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int CreateFromPlanes(DWORD dwFlags = 0);
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void InitializeTextureAxes( TextureAlignment_t eAlignment, DWORD dwFlags );
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void CalcBounds( BOOL bFullUpdate = FALSE );
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virtual CMapClass *Copy(bool bUpdateDependencies);
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virtual CMapClass *CopyFrom(CMapClass *pFrom, bool bUpdateDependencies);
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int Split(PLANE *pPlane, CMapSolid **pFront = NULL, CMapSolid **pBack = NULL);
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bool Subtract(CMapObjectList *pInside, CMapObjectList *pOutside, CMapClass *pSubtractWith);
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virtual bool ShouldAppearInLightingPreview(void);
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virtual bool ShouldAppearInRaytracedLightingPreview(void);
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//
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// rendering
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//
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bool ShouldRenderLast();
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void Render3D(CRender3D *pRender);
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void Render2D(CRender2D *pRender);
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//
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// solid info
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//
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size_t GetSize();
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const char* GetDescription();
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inline bool IsValid( void ) { return( m_bValid ); }
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inline void SetValid( bool bValid ) { m_bValid = bValid; }
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void SetTexture( LPCTSTR pszTex, int iFace = -1 );
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LPCTSTR GetTexture( int iFace = -1 );
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bool HasDisp( void );
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virtual bool IsSolid( ) { return true; }
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//
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// Half-Life 1 solid types.
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//
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inline HL1_SolidType_t GetHL1SolidType(void) { return(m_eSolidType); }
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inline void SetHL1SolidType(HL1_SolidType_t eSolidType) { m_eSolidType = eSolidType; }
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HL1_SolidType_t HL1SolidTypeFromTextureName(const char *pszTexture);
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virtual bool IsScaleable(void) { return(true); }
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virtual bool IsVisualElement(void) { return(true); }
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// Overridden to set the render color of each of our faces.
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virtual void SetRenderColor(unsigned char uchRed, unsigned char uchGreen, unsigned char uchBlue);
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virtual void SetRenderColor(color32 rgbColor);
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//
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// face info
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//
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inline int GetFaceCount( void ) { return( Faces.GetCount() ); }
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inline void SetFaceCount( int nFaceCount ) { Faces.SetCount( nFaceCount ); }
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inline CMapFace *GetFace( int nFace ) { return( &Faces[nFace] ); }
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int GetFaceIndex( CMapFace *pFace ); // Returns the index (you could use it with GetFace) or -1 if the face doesn't exist in this solid.
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void AddFace( CMapFace *pFace );
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void DeleteFace( int iIndex );
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CMapFace *FindFaceID(int nFaceID);
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//
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// Notifications.
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//
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virtual void OnAddToWorld(CMapWorld *pWorld);
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virtual void OnPreClone(CMapClass *pClone, CMapWorld *pWorld, const CMapObjectList &OriginalList, CMapObjectList &NewList);
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virtual void OnPrePaste(CMapClass *pCopy, CMapWorld *pSourceWorld, CMapWorld *pDestWorld, const CMapObjectList &OriginalList, CMapObjectList &NewList);
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virtual void OnRemoveFromWorld(CMapWorld *pWorld, bool bNotifyChildren);
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virtual void OnUndoRedo();
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inline bool IsCordonBrush() const;
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void SetCordonBrush(bool bSet);
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virtual void AddShadowingTriangles( CUtlVector<Vector> &tri_list );
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#ifdef _DEBUG
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void DebugSolid(void);
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#endif // _DEBUG
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protected:
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void GenerateNewFaceIDs(CMapWorld *pWorld);
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void PickRandomColor();
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color32 GetLineColor( CRender2D *pRender );
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//
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// Implements CMapAtom transformation functions.
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//
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void DoTransform(const VMatrix &matrix);
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// dvs: brought in from old carve code; should be reconciled with AddFace, Split, Subtract
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bool AddPlane(const CMapFace *p);
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bool Carve(CMapObjectList *pInside, CMapObjectList *pOutside, CMapSolid *pCarver);
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void ClipByFace(const CMapFace *fa, CMapSolid **f, CMapSolid **b);
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void RemoveEmptyFaces(void);
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//
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// Serialization.
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//
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static ChunkFileResult_t LoadSideCallback(CChunkFile *pFile, CMapSolid *pSolid);
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ChunkFileResult_t SaveEditorData(CChunkFile *pFile);
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static int g_nBadSolidCount;
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CSolidFaces Faces; // The list of faces on this solid.
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bool m_bValid : 1; // Is it a proper convex solid?
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bool m_bIsCordonBrush : 1; // Whether this brush was added by the cordon tool.
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HL1_SolidType_t m_eSolidType; // Used for HalfLife 1 maps only - solid, water, slime, lava.
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};
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inline bool CMapSolid::IsCordonBrush() const
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{
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return m_bIsCordonBrush;
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}
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#endif // MAPSOLID_H
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