Team Fortress 2 Source Code as on 22/4/2020
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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// A class representing an abstract shape (ie drawable object)
//
//=============================================================================
#ifndef DMESHAPE_H
#define DMESHAPE_H
#ifdef _WIN32
#pragma once
#endif
#include "mathlib/mathlib.h"
#include "datamodel/dmelement.h"
#include "datamodel/dmattribute.h"
#include "datamodel/dmattributevar.h"
//-----------------------------------------------------------------------------
// Forward declarations
//-----------------------------------------------------------------------------
class CDmeTransform;
class CDmeDrawSettings;
class CDmeDag;
//-----------------------------------------------------------------------------
// A class representing a camera
//-----------------------------------------------------------------------------
class CDmeShape : public CDmElement
{
DEFINE_ELEMENT( CDmeShape, CDmElement );
public:
virtual void Draw( const matrix3x4_t &shapeToWorld, CDmeDrawSettings *pDmeDrawSettings = NULL );
virtual void GetBoundingSphere( Vector &c, float &r ) const;
// Find out how many DmeDag's have this DmeShape as their shape, could be 0
int GetParentCount() const;
// Get the nth DmeDag that has this DmeShape as its shape. The order is defined by g_pDataModel->FirstAttributeReferencingElement/NextAttr...
CDmeDag *GetParent( int nParentIndex = 0 ) const;
// Get the Nth World Matrix for the shape (the world matrix of the Nth DmeDag parent)
void GetShapeToWorldTransform( matrix3x4_t &mat, int nParentIndex = 0 ) const;
protected:
CDmaVar< bool > m_visible;
};
#endif // DMESHAPE_H