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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
//=============================================================================//
#include "stdafx.h"
#include "Box3D.h"
#include "BrushOps.h"
#include "GlobalFunctions.h"
#include "MapDefs.h" // dvs: For COORD_NOTINIT
#include "MapView2D.h" // dvs FIXME: For HitTest2D implementation
#include "MapWorld.h"
#include "MapSolid.h"
#include "Options.h"
#include "Render2D.h"
#include "Render3D.h"
#include "SaveInfo.h"
#include "MapDoc.h"
#include "MapDisp.h"
#include "camera.h"
#include "ssolid.h"
// memdbgon must be the last include file in a .cpp file!!!
#include <tier0/memdbgon.h>
IMPLEMENT_MAPCLASS(CMapSolid)
#define CENTER_HANDLE_RADIUS 3
int CMapSolid::g_nBadSolidCount = 0;
//-----------------------------------------------------------------------------
// Purpose: Constructor. Sets this solid's color to a random blue-green color.
// Input : Parent0 - The parent of this solid. Typically this is the world.
//-----------------------------------------------------------------------------
CMapSolid::CMapSolid(CMapClass *Parent0) : m_bValid(FALSE) // well, no faces
{ m_pParent = Parent0; m_eSolidType = btSolid; m_bIsCordonBrush = false;
PickRandomColor(); }
//-----------------------------------------------------------------------------
// Purpose: Destructor.
//-----------------------------------------------------------------------------
CMapSolid::~CMapSolid(void) { Faces.SetCount(0); }
//-----------------------------------------------------------------------------
// Purpose: Adds the plane to the given solid.
// Input : pSolid - Solid to which the plane is being added.
// p - Plane to add to the solid.
// Output : Returns true if the solid is still valid after the addition of the
// plane, false if it was entirely behind the plane.
//-----------------------------------------------------------------------------
bool CMapSolid::AddPlane(const CMapFace *p) { CMapFace NewFace;
//
// Copy the info from the carving face, including the plane, but not the points.
//
NewFace.CopyFrom(p, COPY_FACE_PLANE);
//
// Use texture from our first face - this function adds a plane
// from the subtraction brush itself.
//
const CMapFace *pSolidFace = GetFace(0);
NewFace.SetTexture(pSolidFace->texture.texture); NewFace.texture.q2contents = pSolidFace->texture.q2contents; NewFace.texture.q2surface = pSolidFace->texture.q2surface; NewFace.texture.nLightmapScale = pSolidFace->texture.nLightmapScale;
//
// Set up the texture axes for the new face.
//
NewFace.InitializeTextureAxes(Options.GetTextureAlignment(), INIT_TEXTURE_ALL | INIT_TEXTURE_FORCE);
//
// Add the face to the solid and rebuild the solid.
//
AddFace(&NewFace); CreateFromPlanes(); SetValid(TRUE);
PostUpdate(Notify_Changed);
RemoveEmptyFaces(); return(GetFaceCount() >= 4); }
//-----------------------------------------------------------------------------
// Purpose: Carves this solid using another.
// Input : Inside - Receives the pieces of this solid that were inside the carver.
// Outside - Receives the pieces of this solid that were outside the carver.
// pCarver - The solid that is being subtracted from us.
//-----------------------------------------------------------------------------
bool CMapSolid::Carve(CMapObjectList *pInside, CMapObjectList *pOutside, CMapSolid *pCarver) { int i; CMapSolid *front = NULL; CMapSolid *back = NULL; Vector bmins, bmaxs; Vector carvemins, carvemaxs;
GetRender2DBox(bmins, bmaxs); pCarver->GetRender2DBox(carvemins, carvemaxs);
//
// If this solid doesn't intersect the carving solid at all, add a copy
// to the outside list and exit.
//
for (i=0 ; i<3 ; i++) { if ((bmins[i] >= carvemaxs[i]) || (bmaxs[i] <= carvemins[i])) { if (pOutside != NULL) { CMapSolid *pCopy = (CMapSolid *)Copy(false); pOutside->AddToTail(pCopy); } return(false); } }
//
// Build a duplicate of this solid to carve from.
//
CMapSolid CarveFrom; CarveFrom.CopyFrom(this, false);
//
// Carve the solid by the faces in the carving solid.
//
for (i = 0; i < pCarver->GetFaceCount(); i++) { const CMapFace *pFace = pCarver->GetFace(i);
//
// Split the solid by this face, into a front and a back piece.
//
CarveFrom.ClipByFace(pFace, pOutside != NULL ? &front : NULL, &back);
//
// If there was a front piece, add it to the outside list.
//
if ((front != NULL) && (pOutside != NULL)) { pOutside->AddToTail(front); } else { delete front; }
//
// If there was no back piece, we have found a face the solid is completely in front of.
// Per the separating axis theorem, the two solids cannot intersect, so we are done.
//
if (back == NULL) { return(false); }
//
// The next clip uses the back piece from this clip to prevent the carve results
// from overlapping.
//
CarveFrom.CopyFrom(back, false);
//
// Add the back piece of the carved solid to the inside list.
//
if (pInside != NULL) { pInside->AddToTail(back); } else { delete back; } }
return(true); }
//-----------------------------------------------------------------------------
// Purpose: Clips the given solid by the given face, returning the results.
// Input : pSolid - Solid to clip.
// fa - Face to use for the clipping operation.
// f - Returns the part of the solid that was in front of the clipping
// face (in the direction of the face normal).
// b - Returns the part of the solid that was in back of the clipping
// face (in the opposite direction of the face normal).
//-----------------------------------------------------------------------------
void CMapSolid::ClipByFace(const CMapFace *fa, CMapSolid **fsolid, CMapSolid **bSolid) { CMapSolid *front = new CMapSolid; CMapSolid *back = new CMapSolid; CMapFace fb;
//
// Build a back facing version of the clip face by reversing the plane points
// and recalculate the plane normal and distance.
//
fb.CopyFrom(fa); Vector temp = fb.plane.planepts[0]; fb.plane.planepts[0] = fb.plane.planepts[2]; fb.plane.planepts[2] = temp; fb.CalcPlane(); front->CopyFrom(this, false); front->SetParent(NULL); back->CopyFrom(this, false); back->SetParent(NULL); if (!back->AddPlane(fa)) { delete back; back = NULL; } if (!front->AddPlane(&fb)) { delete front; front = NULL; }
if (fsolid != NULL) { *fsolid = front; } else { delete front; }
if (bSolid != NULL) { *bSolid = back; } else { delete back; } }
//-----------------------------------------------------------------------------
// Purpose: Returns true if this solid contains a face with the given ID, false if not.
// Input : nFaceID - unique face ID to look for.
//-----------------------------------------------------------------------------
CMapFace *CMapSolid::FindFaceID(int nFaceID) { int nFaceCount = GetFaceCount(); for (int nFace = 0; nFace < nFaceCount; nFace++) { CMapFace *pFace = GetFace(nFace); if (pFace->GetFaceID() == nFaceID) { return(pFace); } }
return(NULL); }
//-----------------------------------------------------------------------------
// Purpose:
// Input : pWorld -
//-----------------------------------------------------------------------------
void CMapSolid::GenerateNewFaceIDs(CMapWorld *pWorld) { int nFaceCount = GetFaceCount(); for (int nFace = 0; nFace < nFaceCount; nFace++) { CMapFace *pFace = GetFace(nFace); pFace->SetFaceID(pWorld->FaceID_GetNext()); } }
//-----------------------------------------------------------------------------
// Purpose: Allows the solid to generate new face IDs before being added to the
// world because of a clone.
// Input : pClone - The clone of this object that is being added to the world.
// pWorld - The world that the clone is being added to.
// OriginalList - The list of objects that were cloned.
// NewList - The list of clones.
//-----------------------------------------------------------------------------
void CMapSolid::OnPreClone(CMapClass *pClone, CMapWorld *pWorld, const CMapObjectList &OriginalList, CMapObjectList &NewList) { ((CMapSolid *)pClone)->GenerateNewFaceIDs(pWorld); }
//-----------------------------------------------------------------------------
// Purpose: Notifies the object that a copy of it is being pasted from the
// clipboard before the copy is added to the world.
// Input : pCopy - The copy of this object that is being added to the world.
// pSourceWorld - The world that the originals were in.
// pDestWorld - The world that the copies are being added to.
// OriginalList - The list of original objects that were copied.
// NewList - The list of copied.
//-----------------------------------------------------------------------------
void CMapSolid::OnPrePaste(CMapClass *pCopy, CMapWorld *pSourceWorld, CMapWorld *pDestWorld, const CMapObjectList &OriginalList, CMapObjectList &NewList) { ((CMapSolid *)pCopy)->GenerateNewFaceIDs(pDestWorld); }
//-----------------------------------------------------------------------------
// Purpose: to split the solid by the given plane into frontside and backside
// solids; memory is allocated in the function for the solids;
// solids are only generated for (pointers to) CMapSolid pointers that
// exist -- if a pointer is NULL that sidedness is ignored; the
// function returns whether or not an actual split happened (TRUE/FALSE)
// Input: pPlane - the plane to split the solid with
// pFront - the front sided solid (if any)
// pBack - the back sided solid (if any)
// Output: 0 - on front side
// 1 - on back side
// 2 - split
//-----------------------------------------------------------------------------
int CMapSolid::Split( PLANE *pPlane, CMapSolid **pFront, CMapSolid **pBack ) { const float SPLIT_DIST_EPSILON = 0.001f; CMapSolid *pFrontSolid = NULL; CMapSolid *pBackSolid = NULL; CMapFace face;
//
// The newly added face should get its texture from face zero of the solid.
//
CMapFace *pFirstFace = GetFace(0); if (pFirstFace != NULL) { face.SetTexture(pFirstFace->GetTexture()); }
//
// check for plane intersection with solid
//
int frontCount = 0; int backCount = 0; int faceCount = GetFaceCount(); for( int i = 0; i < faceCount; i++ ) { CMapFace *pFace = GetFace( i );
for( int j = 0; j < pFace->nPoints; j++ ) { float dist = DotProduct( pFace->Points[j], pPlane->normal ) - pPlane->dist; if( dist > SPLIT_DIST_EPSILON ) { frontCount++; } else if( dist < -SPLIT_DIST_EPSILON ) { backCount++; } } }
//
// If we're all on one side of the splitting plane, copy ourselves into the appropriate
// destination solid.
//
if ((frontCount == 0) || (backCount == 0)) { CMapSolid **pReturn;
if (frontCount == 0) { pReturn = pBack; } else { pReturn = pFront; }
if (pReturn == NULL) { return -1; }
//
// The returned solid is just a copy of ourselves.
//
CMapSolid *pReturnSolid = new CMapSolid; pReturnSolid->CopyFrom(this, false); pReturnSolid->SetParent(NULL); pReturnSolid->SetTemporary(TRUE);
//
// Rebuild the solid because mappers are accustomed to using the clipper tool as a way of
// verifying that geometry is valid.
//
if (pReturnSolid->CreateFromPlanes( CREATE_FROM_PLANES_CLIPPING )) { // Initialize the texture axes only of the newly created faces. Leave the others alone.
pReturnSolid->InitializeTextureAxes(Options.GetTextureAlignment(), INIT_TEXTURE_ALL); pReturnSolid->PostUpdate(Notify_Changed); } *pReturn = pReturnSolid; return 1; }
//
// split the solid and create the "front" solid
//
if( pFront ) { //
// copy the original solid info
//
pFrontSolid = new CMapSolid; pFrontSolid->CopyFrom(this, false); pFrontSolid->SetParent(NULL); pFrontSolid->SetTemporary( TRUE );
face.plane.normal = pPlane->normal; VectorNegate( face.plane.normal ); face.plane.dist = -pPlane->dist;
pFrontSolid->AddFace( &face );
//
// The new face doesn't have plane points, only a normal and a distance, so we tell CreateFromPlanes
// to generate new plane points for us after creation.
//
if (pFrontSolid->CreateFromPlanes(CREATE_BUILD_PLANE_POINTS | CREATE_FROM_PLANES_CLIPPING)) { // Initialize the texture axes only of the newly created faces. Leave the others alone.
pFrontSolid->InitializeTextureAxes( Options.GetTextureAlignment(), INIT_TEXTURE_ALL ); pFrontSolid->PostUpdate(Notify_Clipped_Intermediate);
*pFront = pFrontSolid; } }
//
// split the solid and create the "back" solid
//
if( pBack ) { //
// copy the original solid info
//
pBackSolid = new CMapSolid; pBackSolid->CopyFrom(this, false); pBackSolid->SetParent(NULL); pBackSolid->SetTemporary( TRUE );
face.plane.normal = pPlane->normal; face.plane.dist = pPlane->dist;
pBackSolid->AddFace( &face );
//
// The new face doesn't have plane points, only a normal and a distance, so we tell CreateFromPlanes
// to generate new plane points for us after creation.
//
if (pBackSolid->CreateFromPlanes(CREATE_BUILD_PLANE_POINTS | CREATE_FROM_PLANES_CLIPPING)) { // Initialize the texture axes only of the newly created faces. Leave the others alone.
pBackSolid->InitializeTextureAxes( Options.GetTextureAlignment(), INIT_TEXTURE_ALL ); pBackSolid->PostUpdate(Notify_Clipped_Intermediate);
*pBack = pBackSolid; } }
return 2; }
//-----------------------------------------------------------------------------
// Purpose: Returns the index (you could use it with GetFace) or -1 if the face doesn't exist in this solid.
//-----------------------------------------------------------------------------
int CMapSolid::GetFaceIndex( CMapFace *pFace ) { for ( int i=0; i < Faces.GetCount(); i++ ) { if ( pFace == &Faces[i] ) return i; } return -1; }
//-----------------------------------------------------------------------------
// Purpose: Adds a face to this solid.
// Input : pFace - The face to add. The face is copied into this solid's face
// array, so it can be safely freed when AddFace returns.
//-----------------------------------------------------------------------------
void CMapSolid::AddFace(CMapFace *pFace) { int nFaces = Faces.GetCount(); Faces.SetCount(nFaces + 1); CMapFace *pNewFace = &Faces[nFaces];
pNewFace->CopyFrom(pFace, COPY_FACE_POINTS); pNewFace->SetRenderColor(r, g, b); pNewFace->SetCordonFace( m_bIsCordonBrush ); pNewFace->SetParent(this); }
//-----------------------------------------------------------------------------
// Purpose:
// Output : CMapClass
//-----------------------------------------------------------------------------
CMapClass *CMapSolid::Copy(bool bUpdateDependencies) { CMapSolid *pNew = new CMapSolid; pNew->CopyFrom(this, bUpdateDependencies); return pNew; }
//-----------------------------------------------------------------------------
// Purpose: Turns this solid into a duplicate of the given solid.
// Input : pobj - Object to copy, must be a CMapSolid.
// Output : Returns a pointer to this object.
//-----------------------------------------------------------------------------
CMapClass *CMapSolid::CopyFrom(CMapClass *pobj, bool bUpdateDependencies) { Assert(pobj->IsMapClass(MAPCLASS_TYPE(CMapSolid))); CMapSolid *pFrom = (CMapSolid *)pobj;
CMapClass::CopyFrom(pobj, bUpdateDependencies); m_eSolidType = pFrom->GetHL1SolidType();
m_bIsCordonBrush = pFrom->m_bIsCordonBrush; int nFaces = pFrom->Faces.GetCount(); Faces.SetCount(nFaces); // copy faces
CMapFace *pFromFace; CMapFace *pToFace;
for (int i = nFaces - 1; i >= 0; i--) { pToFace = &Faces[i]; pFromFace = &pFrom->Faces[i];
if (!pToFace) { continue; }
pToFace->SetParent(this); pToFace->CopyFrom(pFromFace, COPY_FACE_POINTS, bUpdateDependencies); Assert(pToFace->GetPointCount() != 0); }
return(this); }
//-----------------------------------------------------------------------------
// Purpose: Walks the faces of a solid for debugging.
//-----------------------------------------------------------------------------
#ifdef _DEBUG
#pragma warning (disable:4189)
void CMapSolid::DebugSolid(void) { int nFaceCount = Faces.GetCount(); for (int nFace = 0; nFace < nFaceCount; nFace++) { CMapFace *pFace = GetFace(nFace); } } #pragma warning (default:4189)
#endif // _DEBUG
//-----------------------------------------------------------------------------
// Purpose:
// Input : iIndex -
//-----------------------------------------------------------------------------
void CMapSolid::DeleteFace(int iIndex) { // shifts 'em down.
int nFaces = Faces.GetCount(); for(int j = iIndex; j < nFaces-1; j++) { Faces[j].CopyFrom(&Faces[j+1]); }
Faces.SetCount(nFaces-1); }
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
const char* CMapSolid::GetDescription(void) { static char szBuf[128]; sprintf(szBuf, "solid with %d faces", Faces.GetCount()); return szBuf; }
//-----------------------------------------------------------------------------
// Purpose: Calculates this solid's axis aligned bounding box.
// Input : bFullUpdate - Whether to evaluate all children when calculating.
//-----------------------------------------------------------------------------
void CMapSolid::CalcBounds(BOOL bFullUpdate) { CMapClass::CalcBounds(bFullUpdate);
//
// Update mins/maxes based on our faces.
//
int nFaces = Faces.GetCount(); for( int i = 0; i < nFaces; i++ ) { // check for valid face
if (!Faces[i].Points) continue;
//
// Get the 2d render bounds of this face and update the solid. 2D render bounds
// can be different from 3D culling bounds because the 2D bounds do not consider
// displacement faces.
//
Vector mins, maxs; bool result = Faces[i].GetRender2DBox( mins, maxs ); if( result ) { m_Render2DBox.UpdateBounds( mins, maxs ); } //
// Get the culling bounds and update the solid
//
result = Faces[i].GetCullBox( mins, maxs ); if( result ) { m_CullBox.UpdateBounds( mins, maxs ); } }
m_Render2DBox.GetBoundsCenter(m_Origin); m_BoundingBox = m_CullBox; }
//-----------------------------------------------------------------------------
// Purpose:
// Input : t -
//-----------------------------------------------------------------------------
void CMapSolid::DoTransform(const VMatrix &matrix) { // get all points, transform them
int nFaces = Faces.GetCount(); for (int i = 0; i < nFaces; i++) { Faces[i].DoTransform( matrix ); }
BaseClass::DoTransform(matrix); }
//-----------------------------------------------------------------------------
// Purpose: Sets the render color of all of our faces when our render color is set.
//-----------------------------------------------------------------------------
void CMapSolid::SetRenderColor(color32 rgbColor) { CMapClass::SetRenderColor(rgbColor);
int nFaces = Faces.GetCount(); for (int i = 0; i < nFaces; i++) { Faces[i].SetRenderColor(rgbColor); } }
//-----------------------------------------------------------------------------
// Purpose: Sets the render color of all of our faces when our render color is set.
//-----------------------------------------------------------------------------
void CMapSolid::SetRenderColor(unsigned char uchRed, unsigned char uchGreen, unsigned char uchBlue) { CMapClass::SetRenderColor(uchRed, uchGreen, uchBlue);
int nFaces = Faces.GetCount(); for (int i = 0; i < nFaces; i++) { Faces[i].SetRenderColor(uchRed, uchGreen, uchBlue); } }
//-----------------------------------------------------------------------------
// Purpose:
// Input :
// Output : size_t
//-----------------------------------------------------------------------------
size_t CMapSolid::GetSize(void) { size_t size = CMapClass::GetSize(); size += sizeof *this;
int nFaces = Faces.GetCount(); for( int i = 0; i < nFaces; i++ ) { size += Faces[i].GetDataSize(); }
return size; }
//-----------------------------------------------------------------------------
// Purpose: Sets the texture for a given face.
// Input : pszTex - Texture name.
// iFace - Index of face for which to set texture.
//-----------------------------------------------------------------------------
void CMapSolid::SetTexture(LPCTSTR pszTex, int iFace) { if(iFace == -1) { int nFaces = Faces.GetCount(); for(int i = 0 ; i < nFaces; i++) { Faces[i].SetTexture(pszTex); } } else { Faces[iFace].SetTexture(pszTex); }
CMapDoc *pMapDoc = CMapDoc::GetActiveMapDoc();
pMapDoc->RemoveFromAutoVisGroups( this ); pMapDoc->AddToAutoVisGroup( this ); }
//-----------------------------------------------------------------------------
// Purpose: Returns the texture name of a given face.
// Input : iFace - Index of face. If -1, returns the texture of face 0.
// Output : Returns the texture name.
//-----------------------------------------------------------------------------
LPCTSTR CMapSolid::GetTexture(int iFace) { return Faces[iFace == -1 ? 0 : iFace].texture.texture; }
//-----------------------------------------------------------------------------
// Purpose: Creates the solid using the plane information from the solid's faces.
//
// ASSUMPTIONS: This solid's faces are assumed to have valid plane points.
//
// Input : dwFlags - Can be any or none of the following flags:
//
// CREATE_BUILD_PLANE_POINTS - if this flag is set, the 3-point
// definition of each face plane will be regenerated based
// on the face points after the solid is generated.
//
// Output : Returns TRUE if the solid is valid, FALSE if not.
//
// dvs: this should really use the public API of CMapSolid to add faces so that
// parentage and render color are set automatically.
//-----------------------------------------------------------------------------
int CMapSolid::CreateFromPlanes( DWORD dwFlags ) { int i, j, k; BOOL useplane[MAPSOLID_MAX_FACES];
m_Render2DBox.SetBounds(Vector(COORD_NOTINIT, COORD_NOTINIT, COORD_NOTINIT), Vector(-COORD_NOTINIT, -COORD_NOTINIT, -COORD_NOTINIT));
m_bValid = TRUE;
//
// Free all points from all faces and assign parentage.
//
int nFaces = GetFaceCount();
for (i = 0; i < nFaces; i++) { CMapFace *pFace = GetFace(i);
pFace->AllocatePoints(0); pFace->SetParent(this); pFace->SetRenderColor(r, g, b);
useplane[i] = false; }
//
// For every face that is not set to be ignored, check the plane and make sure
// it is unique. We mark each plane that we intend to keep with a TRUE in the
// 'useplane' array.
//
for (i = 0; i < nFaces; i++) { CMapFace *pFace = GetFace(i); PLANE *f = &pFace->plane;
//
// Don't use this plane if it has a zero-length normal.
//
if (VectorCompare(f->normal, vec3_origin)) { useplane[i] = FALSE; continue; } //
// If the plane duplicates another plane, don't use it (assume it is a brush
// being edited that will be fixed).
//
useplane[i] = TRUE; for (j = 0; j < i; j++) { CMapFace *pFaceCheck = GetFace(j);
Vector& f1 = f->normal; Vector& f2 = pFaceCheck->plane.normal;
//
// Check for duplicate plane within some tolerance.
//
if ((DotProduct(f1, f2) > 0.999) && (fabs(f->dist - pFaceCheck->plane.dist) < 0.01)) { useplane[j] = FALSE; break; } } }
//
// Now we have a set of planes, indicated by TRUE values in the 'useplanes' array,
// from which we will build a solid.
//
BOOL bGotFaces = FALSE;
for (i = 0; i < nFaces; i++) { CMapFace *pFace = GetFace(i);
if (!useplane[i]) continue;
//
// Create a huge winding from this face's plane, then clip it by all other
// face planes.
//
winding_t *w = CreateWindingFromPlane(&pFace->plane); for (j = 0; j < nFaces && w; j++) { CMapFace *pFaceClip = GetFace(j);
//
// Flip the plane, because we want to keep the back side
//
if (j != i) { PLANE plane;
VectorSubtract(vec3_origin, pFaceClip->plane.normal, plane.normal); plane.dist = -pFaceClip->plane.dist;
w = ClipWinding(w, &plane); } }
//
// If we still have a winding after all that clipping, build a face from
// the winding.
//
if (w != NULL) { //
// Round all points in the winding that are within ROUND_VERTEX_EPSILON of
// integer values.
//
for (j = 0; j < w->numpoints; j++) { for (k = 0; k < 3; k++) { float v = w->p[j][k]; float v1 = V_rint(v); if ((v != v1) && (fabs(v - v1) < ROUND_VERTEX_EPSILON)) { w->p[j][k] = v1; } } }
//
// The above rounding process may have created duplicate points. Eliminate them.
//
RemoveDuplicateWindingPoints(w, MIN_EDGE_LENGTH_EPSILON);
bGotFaces = TRUE;
//
// Create a face from this winding. Leave the face plane
// alone because we are still in the process of building our solid.
//
if ( dwFlags & CREATE_FROM_PLANES_CLIPPING ) { pFace->CreateFace( w, CREATE_FACE_PRESERVE_PLANE | CREATE_FACE_CLIPPING ); } else { pFace->CreateFace(w, CREATE_FACE_PRESERVE_PLANE); } //
// Done with the winding, we can free it now.
//
FreeWinding(w); } }
if (!bGotFaces) { m_bValid = FALSE; m_Render2DBox.SetBounds(vec3_origin, vec3_origin); } else { //
// Remove faces that don't contribute to this solid.
//
int nFace = GetFaceCount(); while (nFace > 0) { nFace--; CMapFace *pFace = GetFace(nFace);
if ((!useplane[nFace]) || (pFace->GetPointCount() == 0)) { DeleteFace(nFace);
memcpy(useplane + nFace, useplane + nFace + 1, MAPSOLID_MAX_FACES - (nFace + 1)); } } }
//
// Now that we have built the faces from the planes that we were given,
// calculate the plane normals, distances, and texture coordinates.
//
nFaces = GetFaceCount(); for (i = 0; i < nFaces; i++) { CMapFace *pFace = GetFace(i);
if (dwFlags & CREATE_BUILD_PLANE_POINTS) { pFace->CalcPlaneFromFacePoints(); } else { pFace->CalcPlane(); }
pFace->CalcTextureCoords();
//
// Make sure the face is valid.
//
if (!pFace->CheckFace()) { m_bValid = FALSE; } }
//
// remove faces that do not contribute -- not just "unused or ignored" faces
//
int faceCount = Faces.GetCount(); for( i = 0; i < faceCount; i++ ) { if( Faces[i].nPoints == 0 ) { DeleteFace( i ); i--; faceCount--; } }
return(m_bValid ? TRUE : FALSE); }
//-----------------------------------------------------------------------------
// Purpose: Initializes the texture axes for all faces in the solid.
// Input : eAlignment - See CMapFace::InitializeTextureAxes
// dwFlags - See CMapFace::InitializeTextureAxes
//-----------------------------------------------------------------------------
void CMapSolid::InitializeTextureAxes(TextureAlignment_t eAlignment, DWORD dwFlags) { int nFaces = Faces.GetCount(); for (int i = 0; i < nFaces; i++) { Faces[i].InitializeTextureAxes(eAlignment, dwFlags); } }
//-----------------------------------------------------------------------------
// Purpose:
// Input : *pLoadInfo -
// *pSolid -
// Output : ChunkFileResult_t
//-----------------------------------------------------------------------------
ChunkFileResult_t CMapSolid::LoadSideCallback(CChunkFile *pFile, CMapSolid *pSolid) { ChunkFileResult_t eResult = ChunkFile_Ok;
//
// this is hear in place of the AddFace -- may want to handle this better later!!!
//
int faceCount = pSolid->Faces.GetCount(); pSolid->Faces.SetCount( faceCount + 1 ); CMapFace *pFace = &pSolid->Faces[faceCount];
eResult = pFace->LoadVMF(pFile); if (eResult == ChunkFile_Ok) { pFace->SetRenderColor( pSolid->r, pSolid->g, pSolid->b ); pFace->SetParent( pSolid ); } else { // UNDONE: need a better solution for user errors.
AfxMessageBox("Out of memory loading solid."); eResult = ChunkFile_OutOfMemory; }
return(eResult); }
//-----------------------------------------------------------------------------
// Purpose:
// Input : pFile -
// pData -
// Output : ChunkFileResult_t
//-----------------------------------------------------------------------------
ChunkFileResult_t CMapSolid::LoadVMF(CChunkFile *pFile, bool &bValid) { //
// Set up handlers for the subchunks that we are interested in.
//
CChunkHandlerMap Handlers; Handlers.AddHandler("side", (ChunkHandler_t)LoadSideCallback, this); Handlers.AddHandler("editor", (ChunkHandler_t)LoadEditorCallback, this);
pFile->PushHandlers(&Handlers); ChunkFileResult_t eResult = pFile->ReadChunk((KeyHandler_t)LoadEditorKeyCallback, this); pFile->PopHandlers();
bValid = false;
if (eResult == ChunkFile_Ok) { //
// Create the solid using the planes that were read from the MAP file.
//
if (CreateFromPlanes()) { bValid = true; CalcBounds();
//
// Set solid type based on texture name.
//
m_eSolidType = HL1SolidTypeFromTextureName(Faces[0].texture.texture);
//
// create all of the displacement surfaces for faces with the displacement property
//
int faceCount = GetFaceCount(); for( int i = 0; i < faceCount; i++ ) { CMapFace *pFace = GetFace( i ); if( !pFace->HasDisp() ) continue;
EditDispHandle_t handle = pFace->GetDisp(); CMapDisp *pMapDisp = EditDispMgr()->GetDisp( handle ); pMapDisp->InitDispSurfaceData( pFace, false ); pMapDisp->Create(); pMapDisp->PostLoad(); }
// There once was a bug that caused black solids. Fix it here.
if ((r == 0) && (g == 0) || (b == 0)) { PickRandomColor(); } } else { g_nBadSolidCount++; } }
return(eResult); }
//-----------------------------------------------------------------------------
// Purpose: Picks a random shade of blue/green for this solid.
//-----------------------------------------------------------------------------
void CMapSolid::PickRandomColor() { SetRenderColor(0, 100 + (random() % 156), 100 + (random() % 156)); }
//-----------------------------------------------------------------------------
// Purpose: Called before loading a map file.
//-----------------------------------------------------------------------------
void CMapSolid::PreloadWorld(void) { g_nBadSolidCount = 0; }
//-----------------------------------------------------------------------------
// Purpose: Returns the number of solids that could not be loaded due to errors
// in the VMF file. This should only occur after the first load of an
// old RMF file.
//-----------------------------------------------------------------------------
int CMapSolid::GetBadSolidCount(void) { return(g_nBadSolidCount); }
//-----------------------------------------------------------------------------
// Purpose: Called after this object is added to the world.
//
// NOTE: This function is NOT called during serialization. Use PostloadWorld
// to do similar bookkeeping after map load.
//
// Input : pWorld - The world that we have been added to.
//-----------------------------------------------------------------------------
void CMapSolid::OnAddToWorld(CMapWorld *pWorld) { CMapClass::OnAddToWorld(pWorld);
//
// First, the common case: all our face IDs are zero. Assign new IDs to all faces
// with zero IDs. Add unhandled faces to a list. Those we will need to check against
// the world for uniqueness.
//
CMapFaceList CheckList; int nFaceCount = GetFaceCount(); for (int i = 0; i < nFaceCount; i++) { CMapFace *pFace = GetFace(i); if (pFace->GetFaceID() == 0) { pFace->SetFaceID(pWorld->FaceID_GetNext()); } else { CheckList.AddToTail(pFace); } }
if (CheckList.Count() > 0) { //
// The less common case: make sure all our face IDs are unique in this world.
// We do it here instead of in CMapFace in order to save world tree traversals.
//
EnumChildrenPos_t pos; CMapClass *pChild = pWorld->GetFirstDescendent(pos); while (pChild != NULL) { CMapSolid *pSolid = dynamic_cast<CMapSolid *>(pChild); if ( pSolid && pSolid != this ) { CUtlRBTree<int,int> faceIDs; SetDefLessFunc( faceIDs );
nFaceCount = GetFaceCount(); for (int nFace = 0; nFace < nFaceCount; nFace++) { CMapFace *pFace = GetFace(nFace); faceIDs.Insert( pFace->GetFaceID() ); } for (int i = CheckList.Count() - 1; i >= 0; i--) { CMapFace *pFace = CheckList.Element(i);
// If this face ID is not unique, assign it a new unique face ID
// and remove it from our list.
if ( faceIDs.Find( pFace->GetFaceID() ) != faceIDs.InvalidIndex() ) { pFace->SetFaceID(pWorld->FaceID_GetNext()); CheckList.FastRemove(i); } } if (CheckList.Count() <= 0) { // We've handled all the faces in our list, early out.
break; } } pChild = pWorld->GetNextDescendent(pos); } }
//
// Notify all faces that we are being added to the world.
//
for (int i = 0; i < nFaceCount; i++) { CMapFace *pFace = GetFace(i); pFace->OnAddToWorld(pWorld); } }
//-----------------------------------------------------------------------------
// Purpose: Called after the entire map has been loaded. This allows the object
// to perform any linking with other map objects or to do other operations
// that require all world objects to be present.
// Input : pWorld - The world that we are in.
//-----------------------------------------------------------------------------
void CMapSolid::PostloadWorld(CMapWorld *pWorld) { CMapClass::PostloadWorld(pWorld);
//
// Make sure all our faces have nonzero IDs. They might if the map was created
// before unique IDs were added.
//
int nFaces = GetFaceCount(); for (int i = 0; i < nFaces; i++) { CMapFace *pFace = GetFace(i); if (pFace->GetFaceID() == 0) { pFace->SetFaceID(pWorld->FaceID_GetNext()); } } }
//-----------------------------------------------------------------------------
// Purpose:
// Input : eSelectMode -
// Output : CMapClass
//-----------------------------------------------------------------------------
CMapClass *CMapSolid::PrepareSelection(SelectMode_t eSelectMode) { //
// If we have a parent who is not the world object, consider whether we should
// select it instead.
//
if ((eSelectMode != selectSolids) && (m_pParent != NULL) && !IsWorldObject(m_pParent) ) { //
// If we are in group selection mode or our parent is an entity, select our
// parent.
//
if ( (eSelectMode == selectGroups) || (dynamic_cast <CMapEntity *>(m_pParent) != NULL)) { return GetParent()->PrepareSelection(eSelectMode); } }
return this; }
//-----------------------------------------------------------------------------
// Purpose: Called just after this object has been removed from the world so
// that it can unlink itself from other objects in the world.
// Input : pWorld - The world that we were just removed from.
// bNotifyChildren - Whether we should forward notification to our children.
//-----------------------------------------------------------------------------
void CMapSolid::OnRemoveFromWorld(CMapWorld *pWorld, bool bNotifyChildren) { CMapClass::OnRemoveFromWorld(pWorld, bNotifyChildren);
//
// Notify all faces that we are being removed from the world.
//
int nFaces = GetFaceCount(); for (int i = 0; i < nFaces; i++) { CMapFace *pFace = GetFace(i); pFace->OnRemoveFromWorld(); } }
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CMapSolid::RemoveEmptyFaces(void) { int nFaces = GetFaceCount();
for (int i = 0; i < nFaces; i++) { //
// If this face has no points, delete it.
//
const CMapFace *pFace = GetFace(i); if (pFace->Points == NULL) { DeleteFace(i); i--; nFaces--; } }
if (nFaces >= 4) { // dvs: test to verify that the SetFaceCount below is unnecessary
int nTest = GetFaceCount(); Assert(nTest == nFaces); SetFaceCount(nFaces); } }
//-----------------------------------------------------------------------------
// for sorting
//-----------------------------------------------------------------------------
bool CMapSolid::ShouldRenderLast() { for (int nFace = 0; nFace < GetFaceCount(); nFace++) { CMapFace *pFace = GetFace(nFace); if (pFace->ShouldRenderLast()) return true; } return false; }
void CMapSolid::AddShadowingTriangles( CUtlVector<Vector> &tri_list ) { for (int nFace = 0; nFace < GetFaceCount(); nFace++) { CMapFace *pFace = GetFace(nFace); pFace->AddShadowingTriangles( tri_list ); if( pFace->HasDisp() ) { EditDispHandle_t handle = pFace->GetDisp(); CMapDisp *pMapDisp = EditDispMgr()->GetDisp( handle ); pMapDisp->AddShadowingTriangles( tri_list ); } } }
//-----------------------------------------------------------------------------
// Purpose: Renders the solid using the default render mode. If the solid is
// currently selected, it will be rendered with a yellow wireframe
// in a second pass.
// Input : pRender - Rendering interface.
//-----------------------------------------------------------------------------
void CMapSolid::Render3D(CRender3D *pRender) { //
// determine whether or not this is a displacement solid - i.e. one of the faces
// on this solid is displaced
//
CMapDoc *pDoc = CMapDoc::GetActiveMapDoc(); if( !pDoc ) return;
bool bMaskFaces = pDoc->IsDispSolidDrawMask() && HasDisp();
//
// Determine whether we need to render in one or two passes. If we are selected,
// and rendering in flat or textured mode, we need to render using two passes.
//
int nPasses = 1; int iStartPass = 1;
SelectionState_t eSolidSelectionState = GetSelectionState(); EditorRenderMode_t eDefaultRenderMode = pRender->GetDefaultRenderMode();
if ((eSolidSelectionState != SELECT_NONE) && (eDefaultRenderMode != RENDER_MODE_WIREFRAME)) { nPasses = 2; } if ( ( eSolidSelectionState == SELECT_MODIFY ) ) { nPasses = 2; iStartPass = 2; } for (int nPass = iStartPass; nPass <= nPasses; nPass++) { //
// Render the second pass in wireframe.
//
if (nPass == 1) { pRender->PushRenderMode(RENDER_MODE_CURRENT); } else { pRender->PushRenderMode(RENDER_MODE_WIREFRAME); }
for (int nFace = 0; nFace < GetFaceCount(); nFace++) { CMapFace *pFace = GetFace(nFace);
// only render displaced faces on a displaced solid when the displacement
// solid render mask is set
if( bMaskFaces && !pFace->HasDisp() ) continue;
if( pRender->IsInLightingPreview() ) { if( nPass == 1 ) { if( pFace->GetSelectionState() != SELECT_NONE ) { pRender->BeginRenderHitTarget(this, nFace); pFace->Render3D( pRender ); pRender->EndRenderHitTarget(); } } else { pFace->Render3D( pRender ); } } else { pRender->BeginRenderHitTarget(this, nFace); pFace->Render3D( pRender ); pRender->EndRenderHitTarget(); } }
pRender->PopRenderMode(); } }
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
bool CMapSolid::HasDisp( void ) { for( int ndxFace = 0; ndxFace < GetFaceCount(); ndxFace++ ) { CMapFace *pFace = GetFace( ndxFace ); if( pFace->HasDisp() ) return true; }
return false; }
//-----------------------------------------------------------------------------
// Purpose: Returns a solid type for the given texture name.
// Input : pszTexture -
//-----------------------------------------------------------------------------
HL1_SolidType_t CMapSolid::HL1SolidTypeFromTextureName(const char *pszTexture) { HL1_SolidType_t eSolidType;
if (pszTexture[0] == '*') { if (!strncmp(pszTexture + 1, "slime", 5)) { eSolidType = btSlime; } else if (!strncmp(pszTexture + 1, "lava", 4)) { eSolidType = btLava; } else { eSolidType = btWater; } } else { eSolidType = btSolid; }
return(eSolidType); }
//-----------------------------------------------------------------------------
// Purpose:
// Input : *pFile -
// Output : ChunkFileResult_t
//-----------------------------------------------------------------------------
ChunkFileResult_t CMapSolid::SaveVMF(CChunkFile *pFile, CSaveInfo *pSaveInfo) { //
// Check rules before saving this object.
//
if (!pSaveInfo->ShouldSaveObject(this)) { return(ChunkFile_Ok); }
ChunkFileResult_t eResult = ChunkFile_Ok;
//
// If we are hidden, place this object inside of a hidden chunk.
//
if (!IsVisible()) { eResult = pFile->BeginChunk("hidden"); }
//
// Begin the solid chunk.
//
if (eResult == ChunkFile_Ok) { eResult = pFile->BeginChunk("solid"); }
if (eResult == ChunkFile_Ok) { //
// Save the solid's ID.
//
if (eResult == ChunkFile_Ok) { eResult = pFile->WriteKeyValueInt("id", GetID()); }
//
// Save all the brush faces.
//
int nFaceCount = GetFaceCount(); for (int nFace = 0; nFace < nFaceCount; nFace++) { CMapFace *pFace = GetFace(nFace); eResult = pFace->SaveVMF(pFile, pSaveInfo);
if (eResult != ChunkFile_Ok) { break; } }
//
// Save our base class' information within our chunk.
//
if (eResult == ChunkFile_Ok) { eResult = CMapClass::SaveVMF(pFile, pSaveInfo); }
if (eResult == ChunkFile_Ok) { eResult = pFile->EndChunk(); } }
//
// End the hidden chunk if we began it.
//
if (!IsVisible()) { eResult = pFile->EndChunk(); }
return(eResult); }
bool CMapSolid::ShouldAppearInLightingPreview(void) { return true; }
bool CMapSolid::ShouldAppearInRaytracedLightingPreview(void) { return true; }
//-----------------------------------------------------------------------------
// Purpose:
// Input : *pFile -
// Output : ChunkFileResult_t
//-----------------------------------------------------------------------------
ChunkFileResult_t CMapSolid::SaveEditorData(CChunkFile *pFile) { if (m_bIsCordonBrush) { return(pFile->WriteKeyValueBool("cordonsolid", true)); }
return(ChunkFile_Ok); }
//-----------------------------------------------------------------------------
// Purpose: Sets whether this brush was created by the cordon tool. Brushes that
// were created by the cordon tool are not loaded.
// Input : bSet - true to set, false to clear.
//-----------------------------------------------------------------------------
void CMapSolid::SetCordonBrush(bool bSet) { m_bIsCordonBrush = bSet;
for ( int i = 0; i < GetFaceCount(); i++ ) { CMapFace *pFace = GetFace( i ); pFace->SetCordonFace( bSet ); } }
//-----------------------------------------------------------------------------
// Purpose: Subtracts one solid from another.
// Input : pSubtraction - Solid (or group of solids) to subtract with.
// pOther - Solid (or group of solids) to subtract from.
// pSubParent - Receives the results of the subtraction as children.
// Output : Returns true if the objects intersected (subtraction was performed),
// false if the objects did not intersect (no subtraction was performed).
//-----------------------------------------------------------------------------
bool CMapSolid::Subtract(CMapObjectList *pInside, CMapObjectList *pOutside, CMapClass *pSubtractWith) { //
// Build a list of solids to subtract with.
//
CMapObjectList SubList; if (pSubtractWith->IsMapClass(MAPCLASS_TYPE(CMapSolid))) { SubList.AddToTail(pSubtractWith); }
EnumChildrenPos_t pos; CMapClass *pChild = pSubtractWith->GetFirstDescendent(pos); while (pChild != NULL) { CMapSolid *pSolid = dynamic_cast <CMapSolid *> (pChild); if (pSolid != NULL) { SubList.AddToTail(pSolid); }
pChild = pSubtractWith->GetNextDescendent(pos); }
//
// For every solid that we are subtracting with...
//
bool bIntersected = false;
FOR_EACH_OBJ( SubList, p ) { CMapSolid *pCarver = (CMapSolid *)SubList.Element(p);
//
// Subtract the 'with' solid from the 'from' solid, and place the
// results in the carve_in and carve_out lists.
//
CMapObjectList carve_in; CMapObjectList carve_out;
CMapObjectList *pCarveIn = NULL; CMapObjectList *pCarveOut = NULL;
if (pInside != NULL) { pCarveIn = &carve_in; }
if (pOutside != NULL) { pCarveOut = &carve_out; }
bIntersected |= Carve(pCarveIn, pCarveOut, pCarver);
if (pInside != NULL) { pInside->AddVectorToTail(carve_in); carve_in.RemoveAll(); }
if (pOutside != NULL) { pOutside->AddVectorToTail(carve_out); carve_out.RemoveAll(); } }
return(bIntersected); }
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
color32 CMapSolid::GetLineColor( CRender2D *pRender ) { //
// If the solid is not selected, determine the appropriate pen color.
//
if ( !IsSelected() ) { //
// If this is a solid entity, use the entity pen color.
//
CMapEntity *pEntity = dynamic_cast<CMapEntity *>(GetParent()); if (pEntity != NULL) { GDclass *pClass = pEntity->GetClass(); if (pClass) { return pClass->GetColor(); } else { color32 clr; clr.r = GetRValue(Options.colors.clrEntity); clr.g = GetGValue(Options.colors.clrEntity); clr.b = GetBValue(Options.colors.clrEntity); clr.a = 255; return clr; } } //
// Otherwise, use the solid color.
//
else { if (Options.view2d.bUsegroupcolors) { return GetRenderColor(); } else { color32 clr; clr.r = GetRValue(Options.colors.clrBrush); clr.g = GetGValue(Options.colors.clrBrush); clr.b = GetBValue(Options.colors.clrBrush); clr.a = 255; return clr; } } } //
// The solid is selected, use the selected pen color.
//
else { color32 clr; clr.r = GetRValue(Options.colors.clrSelection); clr.g = GetGValue(Options.colors.clrSelection); clr.b = GetBValue(Options.colors.clrSelection); clr.a = 255; return clr; } }
//-----------------------------------------------------------------------------
// Purpose:
// Input : pRender -
//-----------------------------------------------------------------------------
void CMapSolid::Render2D(CRender2D *pRender) { Vector vecMins, vecMaxs, vViewNormal;
GetRender2DBox(vecMins, vecMaxs);
pRender->GetCamera()->GetViewForward( vViewNormal );
Vector2D pt, pt2;
pRender->TransformPoint(pt, vecMins); pRender->TransformPoint(pt2, vecMaxs);
int sizex = abs(pt2.x-pt.x)+1; int sizey = abs(pt2.y-pt.y)+1;
color32 rgbLineColor = GetLineColor( pRender );
// check if we should draw handles & vertices
bool bIsSmall = sizex < (HANDLE_RADIUS*2) || sizey < (HANDLE_RADIUS*2); bool bIsTiny = sizex < 2 || sizey < 2; bool bDrawHandles = pRender->IsActiveView() && !bIsSmall && IsEditable(); bool bDrawVertices = Options.view2d.bDrawVertices && !bIsTiny;
pRender->SetDrawColor( rgbLineColor.r, rgbLineColor.g, rgbLineColor.b ); //
// Draw center handle if the solid is larger than the handle along either axis.
//
if ( bDrawHandles ) { // draw center handle as cross
pRender->SetHandleStyle( HANDLE_RADIUS, CRender::HANDLE_CROSS ); pRender->SetHandleColor( rgbLineColor.r, rgbLineColor.g, rgbLineColor.b ); pRender->DrawHandle( (vecMins+vecMaxs)/2 ); } if ( bDrawVertices ) { // set handle style for upcoming vertex drawing
pRender->SetHandleStyle( 2, CRender::HANDLE_SQUARE ); pRender->SetHandleColor( GetRValue(Options.colors.clrVertex), GetGValue(Options.colors.clrVertex), GetBValue(Options.colors.clrVertex) ); }
// is solid projection is too small, draw simple line
if ( bIsTiny ) { pRender->DrawLine( vecMins, vecMaxs ); } else { int nFaces = GetFaceCount();
for ( int i = 0; i < nFaces; i++) { CMapFace *pFace = GetFace(i); pFace->Render2D( pRender ); }
if ( bDrawVertices ) { bool bPop = pRender->BeginClientSpace();
for ( int i = 0; i < nFaces; i++) { CMapFace *pFace = GetFace(i); pFace->RenderVertices( pRender ); }
if ( bPop ) pRender->EndClientSpace(); } } }
//-----------------------------------------------------------------------------
// Purpose:
// Input : pView -
// vecPoint -
// nHitData -
// Output :
//-----------------------------------------------------------------------------
bool CMapSolid::HitTest2D(CMapView2D *pView, const Vector2D &point, HitInfo_t &HitData) { if (!IsVisible()) return false; //
// First check center X.
//
Vector vecCenter, vecViewPoint; GetBoundsCenter(vecCenter);
Vector2D vecClientCenter; pView->WorldToClient(vecClientCenter, vecCenter); pView->GetCamera()->GetViewPoint( vecViewPoint );
HitData.pObject = this; HitData.nDepth = vecViewPoint[pView->axThird]-vecCenter[pView->axThird]; HitData.uData = 0;
if (pView->CheckDistance(point, vecClientCenter, HANDLE_RADIUS)) { return true; } else if (!Options.view2d.bSelectbyhandles || !IsEditable() ) { //
// See if any edges are within certain distance from the the point.
//
int iSelUnits = 2; int x1 = point.x - iSelUnits; int x2 = point.x + iSelUnits; int y1 = point.y - iSelUnits; int y2 = point.y + iSelUnits;
int nFaces = GetFaceCount(); for (int i = 0; i < nFaces; i++) { CMapFace *pFace = GetFace(i); int nPoints = pFace->nPoints; if (nPoints > 0) { Vector *pPoints = pFace->Points;
Vector2D vec1; pView->WorldToClient(vec1, pPoints[0]);
for (int j = 1; j < nPoints; j++) { Vector2D vec2; pView->WorldToClient(vec2, pPoints[j]);
if (IsLineInside(vec1, vec2, x1, y1, x2, y2)) { return true; } else { vec1 = vec2; } } } } }
HitData.pObject = NULL;
return false; }
bool CMapSolid::SaveDXF(ExportDXFInfo_s *pInfo) { if (pInfo->bVisOnly) { if (!IsVisible()) { return true; } }
CSSolid *pStrucSolid = new CSSolid; pStrucSolid->Attach(this); pStrucSolid->Convert( true, true ); pStrucSolid->SerializeDXF(pInfo->fp, pInfo->nObject++); delete pStrucSolid;
// Serialize displacements
for (int i = 0; i < GetFaceCount(); ++i) { CMapFace *pMapFace = GetFace( i ); if (pMapFace->HasDisp()) { EditDispHandle_t hDisp = pMapFace->GetDisp(); CMapDisp *pDisp = EditDispMgr()->GetDisp( hDisp ); if (!pDisp->SaveDXF( pInfo )) return FALSE; } }
return TRUE; }
//-----------------------------------------------------------------------------
// Called any time this object is modified by Undo or Redo.
//-----------------------------------------------------------------------------
void CMapSolid::OnUndoRedo() { int nFaces = GetFaceCount(); for (int i = 0; i < nFaces; i++) { CMapFace *pFace = GetFace(i); pFace->OnUndoRedo(); } }
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