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624 lines
16 KiB
624 lines
16 KiB
//========= Copyright Valve Corporation, All rights reserved. ============//
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//
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// Purpose: Implements a decal helper. The decal attaches itself to nearby
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// solids, dynamically creating decal faces as necessary.
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//
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//=============================================================================//
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#include "stdafx.h"
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#include "ClipCode.h"
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#include "MapDoc.h"
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#include "MapDecal.h"
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#include "MapFace.h"
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#include "MapSolid.h"
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#include "MapWorld.h"
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#include "Render3D.h"
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#include "TextureSystem.h"
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// memdbgon must be the last include file in a .cpp file!!!
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#include <tier0/memdbgon.h>
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IMPLEMENT_MAPCLASS(CMapDecal)
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//-----------------------------------------------------------------------------
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// Purpose: Factory function. Used for creating a CMapDecal from a set
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// of string parameters from the FGD file.
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// Input : pInfo - Pointer to helper info class which gives us information
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// about how to create the class.
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// Output : Returns a pointer to the class, NULL if an error occurs.
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//-----------------------------------------------------------------------------
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CMapClass *CMapDecal::CreateMapDecal(CHelperInfo *pHelperInfo, CMapEntity *pParent)
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{
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CMapDecal *pDecal = new CMapDecal;
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return(pDecal);
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}
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//-----------------------------------------------------------------------------
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// Purpose: Constructor. Initializes data members.
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//-----------------------------------------------------------------------------
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CMapDecal::CMapDecal(void)
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{
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m_pTexture = NULL;
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}
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//-----------------------------------------------------------------------------
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// Purpose: Destructor. Frees allocated memory.
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//-----------------------------------------------------------------------------
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CMapDecal::~CMapDecal(void)
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{
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// Delete our list of faces and each face in the list.
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FOR_EACH_OBJ( m_Faces, pos )
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{
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DecalFace_t *pDecalFace = m_Faces.Element(pos);
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delete pDecalFace->pFace;
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delete pDecalFace;
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}
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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// Input : pSolid -
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//-----------------------------------------------------------------------------
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void CMapDecal::AddSolid(CMapSolid *pSolid)
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{
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if ( m_Solids.Find(pSolid) == -1 )
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{
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UpdateDependency(NULL, pSolid);
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m_Solids.AddToTail(pSolid);
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}
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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// Input : bFullUpdate -
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//-----------------------------------------------------------------------------
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void CMapDecal::CalcBounds(BOOL bFullUpdate)
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{
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CMapClass::CalcBounds(bFullUpdate);
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//
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// Calculate the 2D render box.
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//
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Vector Mins = m_Origin - Vector(2, 2, 2);
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Vector Maxs = m_Origin + Vector(2, 2, 2);
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m_Render2DBox.UpdateBounds(Mins, Maxs);
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//
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// Calculate the 3D culling bounds.
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//
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m_CullBox.ResetBounds();
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if (m_Faces.Count() > 0)
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{
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Vector MinsFace;
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Vector MaxsFace;
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FOR_EACH_OBJ( m_Faces, pos )
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{
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DecalFace_t *pDecalFace = m_Faces.Element(pos);
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if ((pDecalFace != NULL) && (pDecalFace->pFace != NULL))
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{
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pDecalFace->pFace->GetFaceBounds( MinsFace, MaxsFace );
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m_CullBox.UpdateBounds( MinsFace, MaxsFace );
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}
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}
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//
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// Insure that the 3D bounds are at least 1 unit in all dimensions.
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//
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for (int nDim = 0; nDim < 3; nDim++)
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{
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if ((m_CullBox.bmaxs[nDim] - m_CullBox.bmins[nDim]) == 0)
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{
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m_CullBox.bmins[nDim] -= 0.5;
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m_CullBox.bmaxs[nDim] += 0.5;
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}
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}
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}
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else
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{
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m_CullBox.UpdateBounds(Mins, Maxs);
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}
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m_BoundingBox = m_CullBox;
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}
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//-----------------------------------------------------------------------------
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// Purpose: Determines whether we can attach to this solid by looking at the
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// normal distance to the solid face. We still may not lie within the
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// face; that is determined by the clipping code.
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// Input : pSolid - Solid to check.
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// ppFaces - Returns with pointers to the faces that are eligible.
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// Output : Returns the number of faces that were eligible.
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//-----------------------------------------------------------------------------
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int CMapDecal::CanDecalSolid(CMapSolid *pSolid, CMapFace **ppFaces)
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{
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//
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// Check distance from our origin to each face along the face's normal.
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// If the distance is very very small, add the face.
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//
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int nDecalFaces = 0;
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int nFaces = pSolid->GetFaceCount();
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Assert(nFaces <= MAPSOLID_MAX_FACES);
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for (int i = 0; i < nFaces; i++)
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{
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CMapFace *pFace = pSolid->GetFace(i);
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float fDistance = pFace->GetNormalDistance(m_Origin);
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if ((fDistance <= 16.0f) && (fDistance >= -0.0001))
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{
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if (ppFaces != NULL)
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{
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ppFaces[nDecalFaces] = pFace;
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}
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nDecalFaces++;
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}
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}
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return(nDecalFaces);
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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// Output : CMapClass
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//-----------------------------------------------------------------------------
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CMapClass *CMapDecal::Copy(bool bUpdateDependencies)
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{
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CMapDecal *pCopy = new CMapDecal;
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if (pCopy != NULL)
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{
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pCopy->CopyFrom(this, bUpdateDependencies);
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}
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return(pCopy);
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}
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//-----------------------------------------------------------------------------
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// Purpose: Makes this object identical to the given object.
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// Input : pObject - Object to copy.
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// bUpdateDependencies -
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//-----------------------------------------------------------------------------
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CMapClass *CMapDecal::CopyFrom(CMapClass *pObject, bool bUpdateDependencies)
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{
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Assert(pObject->IsMapClass(MAPCLASS_TYPE(CMapDecal)));
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CMapDecal *pFrom = (CMapDecal *)pObject;
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CMapClass::CopyFrom(pObject, bUpdateDependencies);
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m_pTexture = pFrom->m_pTexture;
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//
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// Copy our list of solids to which we are attached.
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//
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m_Solids.RemoveAll();
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m_Solids.AddVectorToTail(pFrom->m_Solids);
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//
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// Copy our decal faces. We don't copy the pointers because we don't do
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// reference counting yet.
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//
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m_Faces.RemoveAll();
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FOR_EACH_OBJ( pFrom->m_Faces, pos )
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{
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DecalFace_t *pDecalFace = new DecalFace_t;
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if (pDecalFace != NULL)
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{
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pDecalFace->pFace = new CMapFace;
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if (pDecalFace->pFace != NULL)
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{
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DecalFace_t *pFromDecalFace = pFrom->m_Faces.Element(pos);
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pDecalFace->pFace->CopyFrom(pFromDecalFace->pFace);
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pDecalFace->pFace->SetParent(this);
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pDecalFace->pSolid = pFromDecalFace->pSolid;
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m_Faces.AddToTail(pDecalFace);
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}
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}
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}
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return(this);
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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// Input : pSolid -
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// org -
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// piFacesRvl -
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// Output : int
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//-----------------------------------------------------------------------------
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int CMapDecal::DecalSolid(CMapSolid *pSolid)
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{
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if (m_pTexture == NULL)
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{
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return(0);
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}
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//
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// Determine how many, if any, faces will accept the decal.
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//
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CMapFace *ppFaces[MAPSOLID_MAX_FACES];
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int nDecalFaces = 0;
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int nTestFaces = CanDecalSolid(pSolid, ppFaces);
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if (nTestFaces != 0)
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{
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//
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// Apply the decal to each face that will accept it.
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//
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for (int nFace = 0; nFace < nTestFaces; nFace++)
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{
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CMapFace *pFace = ppFaces[nFace];
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//
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// Create the polygon, clipping it to this face.
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//
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vec5_t ClipPoints[MAX_CLIPVERT];
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int nPointCount = CreateClippedPoly(pFace, m_pTexture, m_Origin, ClipPoints, sizeof(ClipPoints) / sizeof(ClipPoints[0]));
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if (nPointCount != 0)
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{
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nDecalFaces++;
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Vector CreatePoints[64];
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for (int nPoint = 0; nPoint < nPointCount; nPoint++)
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{
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CreatePoints[nPoint][0] = ClipPoints[nPoint][0];
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CreatePoints[nPoint][1] = ClipPoints[nPoint][1];
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CreatePoints[nPoint][2] = ClipPoints[nPoint][2];
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}
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//
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// Create the decal face from the polygon.
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//
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DecalFace_t *pDecalFace = new DecalFace_t;
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pDecalFace->pFace = new CMapFace;
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pDecalFace->pFace->CreateFace(CreatePoints, nPointCount);
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pDecalFace->pFace->SetRenderColor(255, 255, 255);
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pDecalFace->pFace->SetParent(this);
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//
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// Associate this decal face with the solid.
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//
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pDecalFace->pSolid = pSolid;
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//
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// Set the texture in the decal face.
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//
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pDecalFace->pFace->SetTexture(m_pTexture);
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pDecalFace->pFace->CalcTextureCoords();
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for (int nPoint = 0; nPoint < nPointCount; nPoint++)
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{
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pDecalFace->pFace->SetTextureCoords(nPoint, ClipPoints[nPoint][3], ClipPoints[nPoint][4]);
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}
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m_Faces.AddToTail(pDecalFace);
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break;
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}
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}
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}
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return(nDecalFaces);
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}
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//-----------------------------------------------------------------------------
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// Purpose: Notifies that this object's parent entity has had a key value change.
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// Input : szKey - The key that changed.
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// szValue - The new value of the key.
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//-----------------------------------------------------------------------------
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void CMapDecal::OnParentKeyChanged(const char* szKey, const char* szValue)
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{
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//
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// The decal texture has changed.
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//
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if (!stricmp(szKey, "texture"))
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{
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IEditorTexture *pTexNew = g_Textures.FindActiveTexture(szValue);
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if (pTexNew != NULL)
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{
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m_pTexture = pTexNew;
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//
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// Rebuild all the decal faces with the new texture by pretending
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// that all the solids we are attached to have changed.
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//
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FOR_EACH_OBJ( m_Solids, pos )
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{
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CMapSolid *pSolid = (CMapSolid *)m_Solids.Element(pos);
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if (pSolid != NULL)
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{
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OnNotifyDependent(pSolid, Notify_Changed);
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}
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}
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}
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}
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}
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//-----------------------------------------------------------------------------
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// Purpose: This function enumerates all children of the world and tries to
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// apply the decal to them.
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//-----------------------------------------------------------------------------
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void CMapDecal::DecalAllSolids(CMapWorld *pWorld)
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{
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Assert(pWorld != NULL);
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if (pWorld != NULL)
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{
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//
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// Try to apply the decal to every solid in the world.
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//
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EnumChildrenPos_t pos;
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CMapClass *pChild = pWorld->GetFirstDescendent(pos);
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while (pChild != NULL)
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{
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CMapSolid *pSolid = dynamic_cast <CMapSolid *> (pChild);
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if ((pSolid != NULL) && (DecalSolid(pSolid) != 0))
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{
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AddSolid(pSolid);
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}
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pChild = pWorld->GetNextDescendent(pos);
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}
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PostUpdate(Notify_Changed);
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}
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}
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//-----------------------------------------------------------------------------
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// Purpose: Notifys this decal of a change to a solid that it is attached to.
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// Input : pSolid - The solid that is changing.
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// bSolidDeleted - whether the solid is being deleted.
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// Output : Returns true if the decal is still attached to the solid, false if not.
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//-----------------------------------------------------------------------------
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void CMapDecal::OnNotifyDependent(CMapClass *pObject, Notify_Dependent_t eNotifyType)
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{
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CMapSolid *pSolid = dynamic_cast <CMapSolid *> (pObject);
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if (pSolid != NULL)
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{
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//
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// Delete any decal faces that are attached to this solid. They will be
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// rebuilt if we can still decal the solid.
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//
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for( int pos = m_Faces.Count()-1; pos>=0; pos-- )
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{
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DecalFace_t *pDecalFace = m_Faces.Element(pos);
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if ((pDecalFace != NULL) && (pDecalFace->pSolid == pSolid))
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{
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delete pDecalFace->pFace;
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delete pDecalFace;
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m_Faces.Remove(pos);
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}
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}
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//
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// Attempt to re-attach to the solid.
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//
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if (eNotifyType != Notify_Removed)
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{
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if (DecalSolid(pSolid) != 0)
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{
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CalcBounds();
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return;
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}
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}
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//
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// We could not re-attach to the solid because it was moved out of range or deleted. If we are
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// no longer attached to any solids, remove our entity from the world.
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//
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int index = m_Solids.Find(pSolid);
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if (index != -1)
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{
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m_Solids.Remove(index);
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UpdateDependency(pSolid, NULL);
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}
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}
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CalcBounds();
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}
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//-----------------------------------------------------------------------------
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// Purpose: Called after the entire map has been loaded. This allows the object
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// to perform any linking with other map objects or to do other operations
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// that require all world objects to be present.
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// Input : pWorld - The world that we are in.
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//-----------------------------------------------------------------------------
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void CMapDecal::PostloadWorld(CMapWorld *pWorld)
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{
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CMapClass::PostloadWorld(pWorld);
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// Apply ourselves to all solids now that the map is loaded.
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DecalAllSolids(pWorld);
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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void CMapDecal::RebuildDecalFaces(void)
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{
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//
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// Delete all current decal faces. They will be rebuilt below.
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//
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FOR_EACH_OBJ( m_Faces, pos )
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{
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DecalFace_t *pDecalFace = m_Faces.Element(pos);
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if (pDecalFace != NULL)
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{
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delete pDecalFace->pFace;
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delete pDecalFace;
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}
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}
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m_Faces.RemoveAll();
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//
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// Attach to all eligible solids in the world.
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//
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CMapWorld *pWorld = (CMapWorld *)GetWorldObject(this);
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DecalAllSolids(pWorld);
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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// Input : pRender -
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//-----------------------------------------------------------------------------
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void CMapDecal::Render3D(CRender3D *pRender)
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{
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//
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// Determine whether we need to render in one or two passes. If we are selected,
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// and rendering in flat or textured mode, we need to render using two passes.
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//
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int nPasses = 1;
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int nStart = 1;
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SelectionState_t eSelectionState = GetSelectionState();
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EditorRenderMode_t eDefaultRenderMode = pRender->GetDefaultRenderMode();
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if ((eSelectionState != SELECT_NONE) && (eDefaultRenderMode != RENDER_MODE_WIREFRAME))
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{
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nPasses = 2;
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}
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if ( eSelectionState == SELECT_MODIFY )
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{
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nStart = 2;
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}
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pRender->RenderEnable( RENDER_POLYGON_OFFSET_FILL, true );
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for (int nPass = nStart; nPass <= nPasses; nPass++)
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{
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//
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// Render the second pass in wireframe.
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//
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if ( nPass == 1 )
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{
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// use the texture instead of the lightmap coord for decals
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if (eDefaultRenderMode == RENDER_MODE_LIGHTMAP_GRID)
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pRender->PushRenderMode( RENDER_MODE_TEXTURED );
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else
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pRender->PushRenderMode( RENDER_MODE_CURRENT );
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}
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else
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{
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pRender->PushRenderMode(RENDER_MODE_WIREFRAME);
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}
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FOR_EACH_OBJ( m_Faces, pos )
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{
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DecalFace_t *pDecalFace = m_Faces.Element(pos);
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if ((pDecalFace != NULL) && (pDecalFace->pFace != NULL))
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{
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pDecalFace->pFace->Render3D(pRender);
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}
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}
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pRender->PopRenderMode();
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}
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pRender->RenderEnable( RENDER_POLYGON_OFFSET_FILL, false );
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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// Input : File -
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// bRMF -
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// Output : int
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//-----------------------------------------------------------------------------
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int CMapDecal::SerializeRMF(std::fstream &File, BOOL bRMF)
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{
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return(0);
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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// Input : File -
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// bRMF -
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// Output : int
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//-----------------------------------------------------------------------------
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int CMapDecal::SerializeMAP(std::fstream &File, BOOL bRMF)
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{
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return(0);
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}
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|
|
|
|
|
//-----------------------------------------------------------------------------
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|
// Purpose: Notifies us that a copy of ourselves was pasted.
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|
//-----------------------------------------------------------------------------
|
|
void CMapDecal::OnPaste(CMapClass *pCopy, CMapWorld *pSourceWorld, CMapWorld *pDestWorld, const CMapObjectList &OriginalList, CMapObjectList &NewList)
|
|
{
|
|
CMapClass::OnPaste(pCopy, pSourceWorld, pDestWorld, OriginalList, NewList);
|
|
|
|
//
|
|
// Apply the copy to all solids in the destination world.
|
|
//
|
|
((CMapDecal *)pCopy)->DecalAllSolids(pDestWorld);
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: Called just after this object has been removed from the world so
|
|
// that it can unlink itself from other objects in the world.
|
|
// Input : pWorld - The world that we were just removed from.
|
|
// bNotifyChildren - Whether we should forward notification to our children.
|
|
//-----------------------------------------------------------------------------
|
|
void CMapDecal::OnRemoveFromWorld(CMapWorld *pWorld, bool bNotifyChildren)
|
|
{
|
|
CMapClass::OnRemoveFromWorld(pWorld, bNotifyChildren);
|
|
|
|
//
|
|
// We're going away. Unlink ourselves from any solids that we are attached to.
|
|
//
|
|
FOR_EACH_OBJ( m_Solids, pos )
|
|
{
|
|
CMapSolid *pSolid = (CMapSolid *)m_Solids.Element(pos);
|
|
UpdateDependency(pSolid, NULL);
|
|
}
|
|
|
|
m_Solids.RemoveAll();
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose:
|
|
// Input : pTransBox -
|
|
//-----------------------------------------------------------------------------
|
|
void CMapDecal::DoTransform(const VMatrix &matrix)
|
|
{
|
|
BaseClass::DoTransform(matrix);
|
|
RebuildDecalFaces();
|
|
}
|