Team Fortress 2 Source Code as on 22/4/2020
You can not select more than 25 topics Topics must start with a letter or number, can include dashes ('-') and can be up to 35 characters long.
 
 
 
 
 
 

80 lines
2.9 KiB

//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
// $NoKeywords: $
//=============================================================================//
#ifndef VRAD_DISPCOLL_H
#define VRAD_DISPCOLL_H
#pragma once
#include <assert.h>
#include "DispColl_Common.h"
//=============================================================================
//
// VRAD specific collision
//
#define VRAD_QUAD_SIZE 4
struct CPatch;
class CVRADDispColl : public CDispCollTree
{
public:
// Creation/Destruction Functions
CVRADDispColl();
~CVRADDispColl();
bool Create( CCoreDispInfo *pDisp );
// Patches.
bool InitPatch( int iPatch, int iParentPatch, int iChild, Vector *pPoints, int *pIndices, float &flArea );
bool InitParentPatch( int iPatch, Vector *pPoints, float &flArea );
float CreateParentPatches( void );
void CreateChildPatches( int iParentPatch, int nLevel );
void CreateChildPatchesFromRoot( int iParentPatch, int *pChildPatch );
void CreateChildPatchesSub( int iParentPatch );
// Operations Functions
void BaseFacePlaneToDispUV( Vector const &vecPlanePt, Vector2D &dispUV );
void DispUVToSurfPoint( Vector2D const &dispUV, Vector &vecPoint, float flPushEps );
void DispUVToSurfNormal( Vector2D const &dispUV, Vector &vecNormal );
// Data.
inline float GetSampleRadius2( void ) { return m_flSampleRadius2; }
inline float GetPatchSampleRadius2( void ) { return m_flPatchSampleRadius2; }
inline int GetParentIndex( void ) { return m_iParent; }
inline void GetParentFaceNormal( Vector &vecNormal ) { vecNormal = m_vecStabDir; }
inline void GetVert( int iVert, Vector &vecVert ) { Assert( ( iVert >= 0 ) && ( iVert < GetSize() ) ); vecVert = m_aVerts[iVert]; }
inline void GetVertNormal( int iVert, Vector &vecNormal ) { Assert( ( iVert >= 0 ) && ( iVert < GetSize() ) ); vecNormal = m_aVertNormals[iVert]; }
inline Vector2D const& GetLuxelCoord( int iLuxel ) { Assert( ( iLuxel >= 0 ) && ( iLuxel < GetSize() ) ); return m_aLuxelCoords[iLuxel]; }
// Raytracing
void AddPolysForRayTrace( void );
protected:
void CalcSampleRadius2AndBox( dface_t *pFace );
// Utility.
void DispUVToSurf_TriTLToBR( Vector &vecPoint, float flPushEps, float flU, float flV, int nSnapU, int nSnapV, int nWidth, int nHeight );
void DispUVToSurf_TriBLToTR( Vector &vecPoint, float flPushEps, float flU, float flV, int nSnapU, int nSnapV, int nWidth, int nHeight );
void GetSurfaceMinMax( Vector &boxMin, Vector &boxMax );
void GetMinorAxes( Vector const &vecNormal, int &nAxis0, int &nAxis1 );
protected:
int m_iParent; // Parent index
float m_flSampleRadius2; // Sampling radius
float m_flPatchSampleRadius2; // Patch sampling radius (max bound)
float m_flSampleWidth;
float m_flSampleHeight;
CUtlVector<Vector2D> m_aLuxelCoords; // Lightmap coordinates.
CUtlVector<Vector> m_aVertNormals; // Displacement vertex normals
};
#endif // VRAD_DISPCOLL_H