Team Fortress 2 Source Code as on 22/4/2020
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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// A class representing a subselection of something like a mesh
//
//=============================================================================
#ifndef DMECOMPONENT_H
#define DMECOMPONENT_H
#ifdef _WIN32
#pragma once
#endif
#include "datamodel/dmelement.h"
//-----------------------------------------------------------------------------
//
//
//
//-----------------------------------------------------------------------------
class CDmeComponent : public CDmElement
{
DEFINE_ELEMENT( CDmeComponent, CDmElement );
public:
enum Component_t
{
COMP_INVALID = -1,
COMP_VTX,
COMP_FACE,
STANDARD_COMP_COUNT
};
// resolve internal data from changed attributes
virtual void Resolve();
// What type of component is this
Component_t Type() const;
// How many pieces are in this component
virtual int Count() const;
// Are there no pieces in this component
bool IsEmpty() const;
// Are all possible pieces in this component
bool IsComplete() const;
// Is this an equivalent component to another component
virtual bool IsEqual( const CDmeComponent *pRhs ) const;
// Reset to an empty selection
virtual void Clear();
protected:
CDmaVar< int > m_Type;
CDmaVar< bool > m_bComplete;
};
//-----------------------------------------------------------------------------
// The default type is invalid
//-----------------------------------------------------------------------------
inline CDmeComponent::Component_t CDmeComponent::Type() const
{
const int type( m_Type.Get() );
if ( type < 0 || type >= STANDARD_COMP_COUNT )
return COMP_INVALID;
return static_cast< Component_t >( type );
}
//-----------------------------------------------------------------------------
// Are there no pieces in this component
//-----------------------------------------------------------------------------
inline int CDmeComponent::Count() const
{
Assert( 0 );
return 0;
}
//-----------------------------------------------------------------------------
// Are there no pieces in this component
//-----------------------------------------------------------------------------
inline bool CDmeComponent::IsEmpty() const
{
return Count() == 0;
}
//-----------------------------------------------------------------------------
// Are all possible pieces in this component
//-----------------------------------------------------------------------------
inline bool CDmeComponent::IsEqual( const CDmeComponent *pRhs ) const
{
return Type() == pRhs->Type() && Count() == pRhs->Count() && IsComplete() == pRhs->IsComplete();
}
//-----------------------------------------------------------------------------
// Are all possible pieces in this component
//-----------------------------------------------------------------------------
inline bool CDmeComponent::IsComplete() const
{
return m_bComplete.Get();
}
//-----------------------------------------------------------------------------
// Reset to an empty selection
//-----------------------------------------------------------------------------
inline void CDmeComponent::Clear()
{
m_bComplete.Set( false );
}
//-----------------------------------------------------------------------------
//
//
//
//-----------------------------------------------------------------------------
class CDmeSingleIndexedComponent : public CDmeComponent
{
DEFINE_ELEMENT( CDmeSingleIndexedComponent, CDmeComponent );
public:
// resolve internal data from changed attributes
virtual void Resolve();
// From CDmeComponent
virtual int Count() const;
bool SetType( Component_t type );
void AddComponent( int component, float weight = 1.0f );
void AddComponents( const CUtlVector< int > &components );
void AddComponents( const CUtlVector< int > &components, const CUtlVector< float > &weights );
void RemoveComponent( int component );
bool GetComponent( int index, int &component, float &weight ) const;
bool GetWeight( int component, float &weight ) const;
void GetComponents( CUtlVector< int > &components ) const;
void GetComponents( CUtlVector< int > &components, CUtlVector< float > &weights ) const;
void SetComplete( int nComplete );
int GetComplete() const;
bool HasComponent( int component ) const;
virtual void Clear();
void Add( const CDmeSingleIndexedComponent &rhs );
void Add( const CDmeSingleIndexedComponent *pRhs ) { Assert( pRhs ); Add( *pRhs ); }
void Union( const CDmeSingleIndexedComponent &rhs ) { Add( rhs ); }
void Union( const CDmeSingleIndexedComponent *pRhs ) { Assert( pRhs ); Add( *pRhs ); }
CDmeSingleIndexedComponent &operator+=( const CDmeSingleIndexedComponent &rhs ) { Add( rhs ); return *this; }
void Subtract( const CDmeSingleIndexedComponent &rhs );
void Subtract( const CDmeSingleIndexedComponent *pRhs ) { Assert( pRhs ); Subtract( *pRhs ); }
void Complement( const CDmeSingleIndexedComponent &rhs ) { Subtract( rhs ); }
void Complement( const CDmeSingleIndexedComponent *pRhs ) { Assert( pRhs ); Subtract( *pRhs ); }
CDmeSingleIndexedComponent &operator-=( const CDmeSingleIndexedComponent &rhs ) { Subtract( rhs ); return *this; }
void Intersection( const CDmeSingleIndexedComponent &rhs );
void Intersection( const CDmeSingleIndexedComponent *pRhs ) { Assert( pRhs ); Intersection( *pRhs ); }
protected:
int BinarySearch( int component ) const;
CDmaVar< int > m_CompleteCount;
CDmaArray< int > m_Components;
CDmaArray< float > m_Weights;
};
#endif // DMECOMPONENT_H