Team Fortress 2 Source Code as on 22/4/2020
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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
// $NoKeywords: $
//=============================================================================//
#ifndef MAPCYLINDER_H
#define MAPCYLINDER_H
#ifdef _WIN32
#pragma once
#endif
#include "MapHelper.h"
class CRender3D;
#define MAX_KEYNAME_SIZE 32
class CMapCylinder : public CMapHelper
{
public:
DECLARE_MAPCLASS(CMapCylinder, CMapHelper)
//
// Factory for building from a list of string parameters.
//
static CMapClass *Create(CHelperInfo *pInfo, CMapEntity *pParent);
//
// Construction/destruction:
//
CMapCylinder(void);
CMapCylinder(const char *pszStartValueKey, const char *pszStartKey, const char *pszStartRadiusKey,
const char *pszEndValueKey, const char *pszEndKey, const char *pszEndRadiusKey );
~CMapCylinder(void);
void Initialize(void);
void CalcBounds(BOOL bFullUpdate = FALSE);
virtual CMapClass *Copy(bool bUpdateDependencies);
virtual CMapClass *CopyFrom(CMapClass *pFrom, bool bUpdateDependencies);
void Render3D(CRender3D *pRender);
void Render2D(CRender2D *pRender);
int SerializeRMF(std::fstream &File, BOOL bRMF);
int SerializeMAP(std::fstream &File, BOOL bRMF);
bool IsVisualElement(void) { return(true); }
bool IsCulledByCordon(const Vector &vecMins, const Vector &vecMaxs) { return false; } // We don't hide unless our parent hides.
virtual CMapClass *PrepareSelection(SelectMode_t eSelectMode);
const char* GetDescription() { return("Cylinder helper"); }
void OnAddToWorld(CMapWorld *pWorld);
void OnNotifyDependent(CMapClass *pObject, Notify_Dependent_t eNotifyType);
void OnParentKeyChanged( const char* key, const char* value );
void OnRemoveFromWorld(CMapWorld *pWorld, bool bNotifyChildren);
virtual void UpdateDependencies(CMapWorld *pWorld, CMapClass *pObject);
protected:
void BuildCylinder(void);
// Computes the vertices of the cylinder
void ComputeCylinderPoints( int nCount, Vector *pStartVerts, Vector *pEndVerts );
// How do we draw it?
bool ShouldDrawAsLine();
// Implements CMapAtom transformation functions.
void DoTransform(const VMatrix &matrix);
char m_szStartValueKey[80]; // The key in our parent entity to look at for our start target.
char m_szStartKey[80]; // The value in our parent entity to look at for our start target.
char m_szStartRadiusKey[80]; // The key in our parent entity to look at for the cylinder Radius
char m_szEndValueKey[80]; //
char m_szEndKey[80]; //
char m_szEndRadiusKey[80]; //
CMapEntity *m_pStartEntity; // Our start target.
CMapEntity *m_pEndEntity; // Our end target.
float m_flStartRadius;
float m_flEndRadius;
};
#endif // MAPCYLINDER_H