Team Fortress 2 Source Code as on 22/4/2020
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//========= Copyright Valve Corporation, All rights reserved. ============//
//
//
//=============================================================================
#ifndef DISPSHORE_H
#define DISPSHORE_H
#pragma once
#include "MapHelper.h"
#include "MapFace.h"
#include "MapOverlay.h"
#include "MapOverlayTrans.h"
class CHelperInfo;
class CMapEntity;
struct ShoreFaceData_t
{
CMapFace *m_pFaces[4]; // The hammer faces the points reside on.
Vector m_vecPoints[4]; // The shore face points.
Vector2D m_vecTexCoords[4]; // The shore texture coordinates.
bool m_bAdjWinding;
};
struct ShoreSegment_t
{
Vector m_vecPoints[2]; // Shore segment points.
Vector m_vecNormals[2]; // Shore segment normals.
Vector2D m_vecTexCoords[4]; // Shore segment texture coordinates.
EditDispHandle_t m_hDisp; // Displacement the shore segment was created from.
float m_flWaterZ;
ShoreFaceData_t m_WorldFace;
ShoreFaceData_t m_WaterFace;
// ?
Vector m_vecCenter;
unsigned int m_iStartPoint;
bool m_bTouch;
bool m_bCreated;
};
struct Shoreline_t
{
int m_nShorelineId;
CUtlVector<ShoreSegment_t> m_aSegments; // List of shore segments making up the shore line.
CUtlVector<int> m_aSortedSegments; // List of shore segments sorted (for connectivity).
CUtlVector<CMapOverlay> m_aOverlays;
float m_flLength; // Total length of the shore line.
ShoreEntityData_t m_ShoreData;
Shoreline_t();
~Shoreline_t();
void AddSegment( Vector &vecPoint0, Vector &vecPoint1, Vector &vecNormal, float flWaterZ, CMapFace *pWaterFace, EditDispHandle_t hDisp );
};
class IDispShoreManager
{
public:
virtual bool Init( void ) = 0;
virtual void Shutdown( void ) = 0;
// Shoreline management.
virtual int GetShorelineCount( void ) = 0;
virtual Shoreline_t *GetShoreline( int nShorelineId ) = 0;
virtual void AddShoreline( int nShorelineId ) = 0;
virtual void RemoveShoreline( int nShorelineId ) = 0;
virtual void BuildShoreline( int nShorelineId, CUtlVector<CMapFace*> &aFaces, CUtlVector<CMapFace*> &aWaterFaces ) = 0;
virtual void Draw( CRender3D *pRender ) = 0;
virtual void DebugDraw( CRender3D *pRender ) = 0;
};
IDispShoreManager *GetShoreManager( void );
#endif // DISPSHORE_H