Team Fortress 2 Source Code as on 22/4/2020
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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
// $NoKeywords: $
//=============================================================================//
#ifndef MORPH3D_H
#define MORPH3D_H
#ifdef _WIN32
#pragma once
#endif
#include "MapClass.h" // dvs: For CMapObjectList
#include "Box3D.h"
#include "SSolid.h"
#include "Resource.h"
#include "ScaleVerticesDlg.h"
#include "ToolInterface.h"
#include "mathlib/vector.h"
class IMesh;
class Morph3D;
class CRender2D;
class CRender3D;
const SSHANDLE SSH_SCALEORIGIN = 0xffff0L;
typedef struct
{
CMapSolid *pMapSolid;
CSSolid *pStrucSolid;
SSHANDLE ssh;
} MORPHHANDLE;
class Morph3D : public Box3D
{
public:
Morph3D();
virtual ~Morph3D();
BOOL IsMorphing(CMapSolid *pSolid, CSSolid **pStrucSolidRvl = NULL);
bool SplitFace();
bool CanSplitFace();
void SelectHandle(MORPHHANDLE *pInfo, UINT cmd = scSelect);
void SelectHandle2D( CMapView2D *pView, MORPHHANDLE *pInfo, UINT cmd = scSelect);
void DeselectHandle(MORPHHANDLE *pInfo);
void MoveSelectedHandles(const Vector &Delta);
int GetSelectedHandleCount(void) { return m_SelectedHandles.Count(); }
void GetSelectedCenter(Vector& pt);
SSHANDLETYPE GetSelectedType() { return m_SelectedType; }
bool IsSelected(MORPHHANDLE &mh);
void SelectObject(CMapSolid *pSolid, UINT cmd = scSelect);
bool SelectAt( CMapView *pView, UINT nFlags, const Vector2D &vPoint );
void GetMorphBounds(Vector &mins, Vector &maxs, bool bReset);
void SnapSelectedToGrid( int nGridSpacing );
// Toggle mode - vertex & edge, vertex, edge.
void ToggleMode();
void OnScaleCmd(BOOL bReInit = FALSE);
void UpdateScale();
BOOL IsScaling() { return m_bScaling; }
void GetMorphingObjects(CUtlVector<CMapClass *> &List);
inline int GetObjectCount(void);
inline CSSolid *GetObject(int pos);
//
// Tool3D implementation.
//
virtual bool IsEmpty() { return !m_StrucSolids.Count() && !m_bBoxSelecting; }
virtual void SetEmpty();
virtual void FinishTranslation(bool bSave);
virtual unsigned int GetConstraints(unsigned int nKeyFlags);
//
// CBaseTool implementation.
//
virtual void OnActivate();
virtual void OnDeactivate();
virtual ToolID_t GetToolID(void) { return TOOL_MORPH; }
virtual bool CanDeactivate( void );
virtual bool OnKeyDown2D(CMapView2D *pView, UINT nChar, UINT nRepCnt, UINT nFlags);
virtual bool OnChar2D(CMapView2D *pView, UINT nChar, UINT nRepCnt, UINT nFlags);
virtual bool OnLMouseDown2D(CMapView2D *pView, UINT nFlags, const Vector2D &vPoint);
virtual bool OnLMouseUp2D(CMapView2D *pView, UINT nFlags, const Vector2D &vPoint);
virtual bool OnMouseMove2D(CMapView2D *pView, UINT nFlags, const Vector2D &vPoint);
virtual bool OnLMouseDown3D(CMapView3D *pView, UINT nFlags, const Vector2D &vPoint);
virtual bool OnLMouseUp3D(CMapView3D *pView, UINT nFlags, const Vector2D &vPoint);
virtual bool OnKeyDown3D(CMapView3D *pView, UINT nChar, UINT nRepCnt, UINT nFlags);
virtual bool OnMouseMove3D(CMapView3D *pView, UINT nFlags, const Vector2D &vPoint);
virtual void RenderTool2D(CRender2D *pRender);
virtual void RenderTool3D(CRender3D *pRender);
private:
void OnEscape(void);
bool NudgeHandles(CMapView *pView, UINT nChar, bool bSnap);
bool MorphHitTest(CMapView *pView, const Vector2D &vPoint, MORPHHANDLE *pInfo);
void GetHandlePos(MORPHHANDLE *pInfo, Vector& pt);
SSHANDLE Get2DMatches(CMapView2D *pView, CSSolid *pStrucSolid, SSHANDLEINFO &hi, CUtlVector<SSHANDLE>*pSimilarList = NULL);
void StartTranslation(CMapView *pView, const Vector2D &vPoint, MORPHHANDLE *pInfo );
void RenderSolid3D(CRender3D *pRender, CSSolid *pSolid);
//
// Tool3D implementations.
//
int HitTest(CMapView *pView, const Vector2D &ptClient, bool bTestHandles = false);
virtual bool UpdateTranslation( const Vector &pos, UINT uFlags );
bool StartBoxSelection( CMapView *pView, const Vector2D &vPoint, const Vector &vStart);
void SelectInBox();
void EndBoxSelection();
bool IsBoxSelecting() { return m_bBoxSelecting; }
bool CanDeselectList( void );
// list of active Structured Solids:
CUtlVector<CSSolid*> m_StrucSolids;
// list of selected nodes:
CUtlVector<MORPHHANDLE> m_SelectedHandles;
// type of selected handles:
SSHANDLETYPE m_SelectedType;
// main morph handle:
MORPHHANDLE m_MorphHandle;
Vector m_OrigHandlePos;
// morph bounds:
BoundBox m_MorphBounds;
// handle mode:
enum
{
hmBoth = 0x01 | 0x02,
hmVertex = 0x01,
hmEdge = 0x02
};
bool m_bLButtonDownControlState;
Vector2D m_vLastMouseMovement;
bool m_bHit;
MORPHHANDLE m_DragHandle; // The morph handle that we are dragging.
bool m_bMorphing;
bool m_bMovingSelected; // not moving them yet - might just select this
int m_HandleMode;
bool m_bBoxSelecting;
bool m_bScaling;
bool m_bUpdateOrg;
CScaleVerticesDlg m_ScaleDlg;
Vector *m_pOrigPosList;
Vector m_ScaleOrg;
};
//-----------------------------------------------------------------------------
// Purpose: Returns the number of solids selected for morphing.
//-----------------------------------------------------------------------------
inline int Morph3D::GetObjectCount(void)
{
return(m_StrucSolids.Count());
}
//-----------------------------------------------------------------------------
// Purpose: Iterates the selected solids.
//-----------------------------------------------------------------------------
inline CSSolid *Morph3D::GetObject(int pos)
{
return(m_StrucSolids.Element(pos));
}
#endif // MORPH3D_H