Team Fortress 2 Source Code as on 22/4/2020
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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
// $NoKeywords: $
//=============================================================================//
#ifndef MAPATOM_H
#define MAPATOM_H
#pragma once
#include "hammer_mathlib.h"
#include "tier1/utlvector.h"
class Box3D;
class CRender2D;
class CRender3D;
enum SelectionState_t
{
SELECT_NONE = 0, // unselected
SELECT_NORMAL, // selected
SELECT_MORPH, // selected for vertex manipulation
SELECT_MULTI_PARTIAL, // partial selection in a multiselect
SELECT_MODIFY, // being modified by a tool
};
//
// Notification codes for NotifyDependents.
//
enum Notify_Dependent_t
{
Notify_Changed = 0, // The notifying object has changed.
Notify_Removed, // The notifying object is being removed from the world.
Notify_Undo,
Notify_Transform,
Notify_Rebuild,
Notify_Rebuild_Full,
Notify_Clipped_Intermediate,
Notify_Clipped
};
class CMapAtom
{
public:
int m_nObjectID;
//-----------------------------------------------------------------------------
// Purpose: Debugging hook.
//-----------------------------------------------------------------------------
virtual void Debug(void) {}
//-----------------------------------------------------------------------------
// Purpose: Returns whether this object is selected.
//-----------------------------------------------------------------------------
virtual bool IsSelected(void) const
{
return(m_eSelectionState != SELECT_NONE);
}
//-----------------------------------------------------------------------------
// Purpose: Returns the current selection state of this object.
//-----------------------------------------------------------------------------
virtual SelectionState_t GetSelectionState(void) const
{
return(m_eSelectionState);
}
//-----------------------------------------------------------------------------
// Purpose: Sets the current selection state of this object.
//-----------------------------------------------------------------------------
virtual SelectionState_t SetSelectionState(SelectionState_t eSelectionState)
{
SelectionState_t ePrevState = m_eSelectionState;
m_eSelectionState = eSelectionState;
return ePrevState;
}
//-----------------------------------------------------------------------------
// Purpose: Sets the render color of this object.
//-----------------------------------------------------------------------------
virtual void SetRenderColor(unsigned char red, unsigned char green, unsigned char blue)
{
r = red;
g = green;
b = blue;
}
//-----------------------------------------------------------------------------
// Purpose: Sets the render color of this object.
//-----------------------------------------------------------------------------
virtual void SetRenderColor(color32 rgbColor)
{
r = rgbColor.r;
g = rgbColor.g;
b = rgbColor.b;
}
//-----------------------------------------------------------------------------
// Purpose: Returns the render color of this object.
//-----------------------------------------------------------------------------
virtual void GetRenderColor(unsigned char &red, unsigned char &green, unsigned char &blue)
{
red = r;
green = g;
blue = b;
}
//-----------------------------------------------------------------------------
// Purpose: Returns the render color of this object.
//-----------------------------------------------------------------------------
virtual color32 GetRenderColor(void)
{
color32 rgbColor;
rgbColor.r = r;
rgbColor.g = g;
rgbColor.b = b;
rgbColor.a = 0;
return rgbColor;
}
//-----------------------------------------------------------------------------
// Purpose: Sets this object's parent.
// Input : pParent -
//-----------------------------------------------------------------------------
virtual void SetParent(CMapAtom *pParent)
{
m_pParent = pParent;
}
//-----------------------------------------------------------------------------
// Purpose: Returns the parent of this CMapAtom.
// Output : Parent pointer, NULL if this object has no parent.
//-----------------------------------------------------------------------------
virtual CMapAtom *GetParent(void) const
{
return(m_pParent);
}
//-----------------------------------------------------------------------------
// Purpose: Preloads any rendering info (textures, etc.). Called once per object
// from the renderer's Initialize function.
// Input : pRender - Pointer to the 3D rendering interface.
// bNewContext - True if the renderer pointed to by pRender is a new
// rendering context, false if not.
//-----------------------------------------------------------------------------
virtual bool RenderPreload(CRender3D *pRender, bool bNewContext)
{
return(true);
}
//-----------------------------------------------------------------------------
// Purpose: Renders this object into the 3D view.
// Input : pRender - Pointer to the 3D rendering interface.
//-----------------------------------------------------------------------------
virtual void Render3D(CRender3D *pRender)
{
}
//-----------------------------------------------------------------------------
// Purpose: Renders this object into the 3D view.
// Input : pRender - Pointer to the 3D rendering interface.
//-----------------------------------------------------------------------------
virtual void Render2D(CRender2D *pRender)
{
}
virtual void AddShadowingTriangles( CUtlVector<Vector> &tri_list )
{
// should add triangles representing the shadows this object would cast
// in lighting preview mode by adding 3 vector positions per triangle
}
//-----------------------------------------------------------------------------
// Purpose: Returns a coordinate frame to render in
// Input : matrix -
// Output : returns true if a new matrix is returned, false if the new matrix is bad
//-----------------------------------------------------------------------------
virtual bool GetTransformMatrix( VMatrix& matrix )
{
// try and get our parents transform matrix
CMapAtom *p = GetParent();
if ( p )
{
return p->GetTransformMatrix( matrix );
}
return false;
}
//-----------------------------------------------------------------------------
// Transformation functions.
//-----------------------------------------------------------------------------
void Transform(const VMatrix &matrix)
{
DoTransform(matrix);
PostUpdate(Notify_Transform);
}
void TransMove(const Vector &Delta)
{
VMatrix matrix;
matrix.Identity();
matrix.SetTranslation(Delta);
DoTransform(matrix);
PostUpdate(Notify_Transform);
}
void TransRotate(const Vector &RefPoint, const QAngle &Angles)
{
VMatrix matrix;
QAngle hammerAngle( -Angles.y, Angles.z, Angles.x );
matrix.SetupMatrixOrgAngles( vec3_origin, hammerAngle );
Vector vOffset;
matrix.V3Mul( RefPoint, vOffset );
vOffset = RefPoint - vOffset;
matrix.SetTranslation( vOffset );
DoTransform(matrix);
PostUpdate(Notify_Transform);
}
void TransScale(const Vector &RefPoint, const Vector &Scale)
{
VMatrix matrix;
matrix.Identity();
matrix = matrix.Scale( Scale );
Vector vOffset;
matrix.V3Mul( RefPoint, vOffset );
vOffset = RefPoint - vOffset;
matrix.SetTranslation( vOffset );
DoTransform(matrix);
PostUpdate(Notify_Transform);
}
//-----------------------------------------------------------------------------
// Must be called after modifying the object for bounds recalculation and
// dependency updates.
//-----------------------------------------------------------------------------
virtual void PostUpdate(Notify_Dependent_t eNotifyType) {}
//-----------------------------------------------------------------------------
// Override this for helpers. This indicates whether a helper provides a visual
// representation for the entity that it belongs to. Entities with no
// visual elements are given a default box so they can be seen.
//-----------------------------------------------------------------------------
virtual bool IsVisualElement(void) { return(false); }
//-----------------------------------------------------------------------------
// Override this to tell the renderer to render you last. This is useful for
// alpha blended elements such as sprites.
//-----------------------------------------------------------------------------
virtual bool ShouldRenderLast(void)
{
return(false);
}
virtual void SignalChanged(void ) // object has changed
{
}
protected:
static int s_nObjectIDCtr;
CMapAtom(void)
{
m_eSelectionState = SELECT_NONE;
m_pParent = NULL;
m_nObjectID = s_nObjectIDCtr++;
}
//-----------------------------------------------------------------------------
// DoTransform functions. Virtual, called by base Transfom functions.
//-----------------------------------------------------------------------------
virtual void DoTransform(const VMatrix &matrix) {}
CMapAtom *m_pParent; // This object's parent.
SelectionState_t m_eSelectionState; // The current selection state of this object.
unsigned char r; // Red color component.
unsigned char g; // Green color component.
unsigned char b; // Blue color component.
};
#endif // MAPATOM_H