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.
 
 
 
 
 
 

164 lines
4.8 KiB

//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
//=============================================================================//
#ifndef DETAILOBJECTS_H
#define DETAILOBJECTS_H
#ifdef _WIN32
#pragma once
#endif
#include "mathlib/mathlib.h"
#include "datamap.h"
#include "bspfile.h"
#include "builddisp.h"
#include "mapface.h"
#include "mapdisp.h"
#include "utlsymbol.h"
#include "sprite.h"
#include "studiomodel.h"
//=============================================================================
// DetailObjects:: class
//=============================================================================
class DetailObjects : public CMapPoint
{
// Comparators Functions for initialized member lists
// Error checking.. make sure the model is valid + is a static prop
struct StaticPropLookup_t
{
CUtlSymbol m_ModelName;
bool m_IsValid;
};
// Comparator for static property sorting
static bool StaticLess( StaticPropLookup_t const& src1, StaticPropLookup_t const& src2 )
{
return src1.m_ModelName < src2.m_ModelName;
}
//-----------------------------------------------------------------------------
// Contructors / Destructors
//-----------------------------------------------------------------------------
public:
DetailObjects() {}
~DetailObjects();
//-----------------------------------------------------------------------------
// Internal Constants & Data Structures
//-----------------------------------------------------------------------------
protected:
enum { DETAIL_NAME_LENGTH = 128 };
enum DetailPropOrientation_t
{
DETAIL_PROP_ORIENT_NORMAL = 0,
DETAIL_PROP_ORIENT_SCREEN_ALIGNED,
DETAIL_PROP_ORIENT_SCREEN_ALIGNED_VERTICAL,
};
// NOTE: If DetailPropType_t enum changes, change CDetailModel::QuadsToDraw
// in detailobjectsystem.cpp
enum DetailPropType_t
{
DETAIL_PROP_TYPE_MODEL = 0,
DETAIL_PROP_TYPE_SPRITE,
DETAIL_PROP_TYPE_SHAPE_CROSS,
DETAIL_PROP_TYPE_SHAPE_TRI,
};
// Information about particular detail object types
enum
{
MODELFLAG_UPRIGHT = 0x1,
};
class DetailModel_t
{
public:
DetailModel_t();
CUtlSymbol m_ModelName;
float m_Amount;
float m_MinCosAngle;
float m_MaxCosAngle;
int m_Flags;
int m_Orientation;
int m_Type;
Vector2D m_Pos[2];
Vector2D m_Tex[2];
float m_flRandomScaleStdDev;
unsigned char m_ShapeSize;
unsigned char m_ShapeAngle;
unsigned char m_SwayAmount;
};
struct DetailObjectGroup_t
{
float m_Alpha;
CUtlVector< DetailModel_t > m_Models;
};
struct DetailObject_t
{
CUtlSymbol m_Name;
float m_Density;
CUtlVector< DetailObjectGroup_t > m_Groups;
bool operator==(const DetailObject_t& src ) const
{
return src.m_Name == m_Name;
}
};
//-----------------------------------------------------------------------------
// Publically callable interfaces
//-----------------------------------------------------------------------------
public:
static void LoadEmitDetailObjectDictionary( char const* pGameDir );
static void BuildAnyDetailObjects(CMapFace *);
static void EnableBuildDetailObjects( bool bBuild ); // This is used to delay building detail objects until the
// end of the map load. Prevents it from generating the
// detail objects 3x more often than necessary.
void Render3D( CRender3D* pRender );
bool ShouldRenderLast(void);
//-----------------------------------------------------------------------------
// Internal Helper Functions
//-----------------------------------------------------------------------------
protected:
static const char *FindDetailVBSPName( void );
static void ParseDetailObjectFile( KeyValues& keyValues );
static void ParseDetailGroup( int detailId, KeyValues* pGroupKeyValues );
bool LoadStudioModel( char const* pFileName, char const* pEntityType, CUtlBuffer& buf );
float ComputeDisplacementFaceArea( CMapFace *pMapFace );
int SelectGroup( const DetailObject_t& detail, float alpha );
int SelectDetail( DetailObjectGroup_t const& group );
void PlaceDetail( DetailModel_t const& model, const Vector& pt, const Vector& normal );
void EmitDetailObjectsOnFace( CMapFace *pMapFace, DetailObject_t& detail );
void EmitDetailObjectsOnDisplacementFace( CMapFace *pMapFace, DetailObject_t& detail );
void AddDetailSpriteToFace( const Vector &vecOrigin, const QAngle &vecAngles, DetailModel_t const& model, float flScale );
void AddDetailModelToFace( const char* pModelName, const Vector& pt, const QAngle& angles, int nOrientation );
//-----------------------------------------------------------------------------
// Protected Data Members
//-----------------------------------------------------------------------------
static CUtlVector<DetailObject_t> s_DetailObjectDict; // static members?
static bool s_bBuildDetailObjects;
CUtlVector<CSpriteModel *> m_DetailSprites;
CUtlVector<StudioModel *> m_DetailModels;
};
#endif // DETAILOBJECTS_H