Team Fortress 2 Source Code as on 22/4/2020
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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
//=============================================================================//
#ifndef MAPLIGHTCONE_H
#define MAPLIGHTCONE_H
#ifdef _WIN32
#pragma once
#endif
#include "MapHelper.h"
#include "MapFace.h"
#include "fgdlib/WCKeyValues.h"
class CHelperInfo; class CRender3D;
class CMapLightCone : public CMapHelper { public:
DECLARE_MAPCLASS(CMapLightCone,CMapHelper); //
// Factory for building from a list of string parameters.
//
static CMapClass *Create(CHelperInfo *pInfo, CMapEntity *pParent); //
// Construction/destruction:
//
CMapLightCone(void); ~CMapLightCone(void);
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) { return true; } virtual bool IsCulledByCordon(const Vector &vecMins, const Vector &vecMaxs) { return false; } // We don't hide unless our parent hides.
virtual CMapClass *PrepareSelection(SelectMode_t eSelectMode); const char* GetDescription() { return("Light cone helper"); }
void OnParentKeyChanged( const char* key, const char* value ); bool ShouldRenderLast(void) { return(true); } void GetAngles(QAngle& fAngles);
float GetInnerConeAngle(void) const { return m_fInnerConeAngle; }
float GetOuterConeAngle(void) const { return m_fOuterConeAngle; }
Vector GetColor(void) const { float multiplier=m_fBrightness/256.0; Vector ret; ret.x=GammaToLinear(m_LightColor.x/255.0)*multiplier; ret.y=GammaToLinear(m_LightColor.y/255.0)*multiplier; ret.z=GammaToLinear(m_LightColor.z/255.0)*multiplier; return ret; }
float m_fQuadraticAttn; float m_fLinearAttn; float m_fConstantAttn;
float m_fFiftyPercentDistance; // "_fifty_percent_distance" <0 = not
// using this mode
float m_fZeroPercentDistance; // "_zero_percent_distance"
protected:
void BuildCone(void); float GetBrightnessAtDist(float fDistance); float GetLightDist(float fBrightness); bool SolveQuadratic(float &x, float y, float A, float B, float C);
Vector m_LightColor; float m_fBrightness;
float m_fInnerConeAngle; float m_fOuterConeAngle;
QAngle m_Angles;
bool m_bPitchSet; float m_fPitch;
float m_fFocus;
CMapFaceList m_Faces;
char m_szColorKeyName[KEYVALUE_MAX_KEY_LENGTH]; char m_szInnerConeKeyName[KEYVALUE_MAX_KEY_LENGTH]; char m_szOuterConeKeyName[KEYVALUE_MAX_KEY_LENGTH]; float m_flPitchScale; };
#endif // MAPLIGHTCONE_H
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