Counter Strike : Global Offensive Source Code
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//========= Copyright � 1996-2005, Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
//=============================================================================//
#ifndef MAPFRUSTUM_H
#define MAPFRUSTUM_H
#ifdef _WIN32
#pragma once
#endif
#include "MapHelper.h"
#include "MapFace.h"
#include "fgdlib/WCKeyValues.h"
class CHelperInfo; class CRender3D;
class CMapFrustum : public CMapHelper { public:
DECLARE_MAPCLASS(CMapFrustum,CMapHelper); //
// Factory for building from a list of string parameters.
//
static CMapClass *Create(CHelperInfo *pInfo, CMapEntity *pParent); //
// Construction/destruction:
//
CMapFrustum(void); ~CMapFrustum(void);
void BuildFrustumFaces(); void CalcBounds(BOOL bFullUpdate = FALSE);
virtual CMapClass *Copy(bool bUpdateDependencies); virtual CMapClass *CopyFrom(CMapClass *pFrom, bool bUpdateDependencies);
void Render3D(CRender3D *pRender);
int SerializeRMF(std::fstream &File, BOOL bRMF); int SerializeMAP(std::fstream &File, BOOL bRMF);
virtual void PostloadWorld(CMapWorld *pWorld);
virtual bool IsVisualElement(void) { return(false); } // Only visible when parent entity is selected.
virtual bool IsClutter(void) const { return true; } virtual bool CanBeCulledByCordon() const { return false; } // We don't hide unless our parent hides.
const char* GetDescription() { return("Frustum helper"); }
void OnParentKeyChanged( const char* key, const char* value ); bool ShouldRenderLast(void) { return(true); } void GetAngles(QAngle& fAngles);
private:
CMapFace* CreateMapFace( const Vector &v1, const Vector &v2, const Vector &v3, const Vector &v4, float flAlpha );
protected:
CMapFaceList m_Faces;
float m_flFOV; float m_flNearPlane; float m_flFarPlane; float m_flPitchScale; float m_fBrightness;
QAngle m_Angles; char m_szFOVKeyName[KEYVALUE_MAX_KEY_LENGTH]; char m_szColorKeyName[KEYVALUE_MAX_KEY_LENGTH]; char m_szNearPlaneKeyName[KEYVALUE_MAX_KEY_LENGTH]; char m_szFarPlaneKeyName[KEYVALUE_MAX_KEY_LENGTH]; };
#endif // MAPFRUSTUM_H
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