Team Fortress 2 Source Code as on 22/4/2020
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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
// $NoKeywords: $
//=============================================================================//
#ifndef MAPSOLID_H
#define MAPSOLID_H
#pragma once
#include "BlockArray.h"
#include "MapClass.h"
#include "MapFace.h"
enum TextureAlignment_t;
struct ExportDXFInfo_s;
//
// Flags for CreateFromPlanes:
//
#define CREATE_BUILD_PLANE_POINTS 0x0001 // Whether to regenerate the 3 plane points from the generated face points.
#define CREATE_FROM_PLANES_CLIPPING 0x0002
#define MAPSOLID_MAX_FACES 512 // Maximum number of faces a solid can have.
enum HL1_SolidType_t
{
btSolid,
btWater,
btSlime,
btLava
};
typedef BlockArray <CMapFace, 6, (MAPSOLID_MAX_FACES / 6) + 1> CSolidFaces;
class CMapSolid : public CMapClass
{
friend CSSolid;
public:
//
// construction/deconstruction
//
DECLARE_MAPCLASS( CMapSolid, CMapClass );
CMapSolid( CMapClass *Parent0 = NULL );
~CMapSolid();
//
// Serialization.
//
static void PreloadWorld( void );
static int GetBadSolidCount( void );
virtual void PostloadWorld(CMapWorld *pWorld);
ChunkFileResult_t LoadVMF( CChunkFile *pFile, bool &bValid );
ChunkFileResult_t SaveVMF( CChunkFile *pFile, CSaveInfo *pSaveInfo );
int SerializeRMF( std::fstream &, BOOL );
int SerializeMAP( std::fstream &, BOOL );
//
// Selection/Hit testing.
//
bool HitTest2D(CMapView2D *pView, const Vector2D &point, HitInfo_t &HitData);
CMapClass *PrepareSelection(SelectMode_t eSelectMode);
bool SaveDXF(ExportDXFInfo_s *pInfo);
//
// creation/copy/editing
//
int CreateFromPlanes(DWORD dwFlags = 0);
void InitializeTextureAxes( TextureAlignment_t eAlignment, DWORD dwFlags );
void CalcBounds( BOOL bFullUpdate = FALSE );
virtual CMapClass *Copy(bool bUpdateDependencies);
virtual CMapClass *CopyFrom(CMapClass *pFrom, bool bUpdateDependencies);
int Split(PLANE *pPlane, CMapSolid **pFront = NULL, CMapSolid **pBack = NULL);
bool Subtract(CMapObjectList *pInside, CMapObjectList *pOutside, CMapClass *pSubtractWith);
virtual bool ShouldAppearInLightingPreview(void);
virtual bool ShouldAppearInRaytracedLightingPreview(void);
//
// rendering
//
bool ShouldRenderLast();
void Render3D(CRender3D *pRender);
void Render2D(CRender2D *pRender);
//
// solid info
//
size_t GetSize();
const char* GetDescription();
inline bool IsValid( void ) { return( m_bValid ); }
inline void SetValid( bool bValid ) { m_bValid = bValid; }
void SetTexture( LPCTSTR pszTex, int iFace = -1 );
LPCTSTR GetTexture( int iFace = -1 );
bool HasDisp( void );
virtual bool IsSolid( ) { return true; }
//
// Half-Life 1 solid types.
//
inline HL1_SolidType_t GetHL1SolidType(void) { return(m_eSolidType); }
inline void SetHL1SolidType(HL1_SolidType_t eSolidType) { m_eSolidType = eSolidType; }
HL1_SolidType_t HL1SolidTypeFromTextureName(const char *pszTexture);
virtual bool IsScaleable(void) { return(true); }
virtual bool IsVisualElement(void) { return(true); }
// Overridden to set the render color of each of our faces.
virtual void SetRenderColor(unsigned char uchRed, unsigned char uchGreen, unsigned char uchBlue);
virtual void SetRenderColor(color32 rgbColor);
//
// face info
//
inline int GetFaceCount( void ) { return( Faces.GetCount() ); }
inline void SetFaceCount( int nFaceCount ) { Faces.SetCount( nFaceCount ); }
inline CMapFace *GetFace( int nFace ) { return( &Faces[nFace] ); }
int GetFaceIndex( CMapFace *pFace ); // Returns the index (you could use it with GetFace) or -1 if the face doesn't exist in this solid.
void AddFace( CMapFace *pFace );
void DeleteFace( int iIndex );
CMapFace *FindFaceID(int nFaceID);
//
// Notifications.
//
virtual void OnAddToWorld(CMapWorld *pWorld);
virtual void OnPreClone(CMapClass *pClone, CMapWorld *pWorld, const CMapObjectList &OriginalList, CMapObjectList &NewList);
virtual void OnPrePaste(CMapClass *pCopy, CMapWorld *pSourceWorld, CMapWorld *pDestWorld, const CMapObjectList &OriginalList, CMapObjectList &NewList);
virtual void OnRemoveFromWorld(CMapWorld *pWorld, bool bNotifyChildren);
virtual void OnUndoRedo();
inline bool IsCordonBrush() const;
void SetCordonBrush(bool bSet);
virtual void AddShadowingTriangles( CUtlVector<Vector> &tri_list );
#ifdef _DEBUG
void DebugSolid(void);
#endif // _DEBUG
protected:
void GenerateNewFaceIDs(CMapWorld *pWorld);
void PickRandomColor();
color32 GetLineColor( CRender2D *pRender );
//
// Implements CMapAtom transformation functions.
//
void DoTransform(const VMatrix &matrix);
// dvs: brought in from old carve code; should be reconciled with AddFace, Split, Subtract
bool AddPlane(const CMapFace *p);
bool Carve(CMapObjectList *pInside, CMapObjectList *pOutside, CMapSolid *pCarver);
void ClipByFace(const CMapFace *fa, CMapSolid **f, CMapSolid **b);
void RemoveEmptyFaces(void);
//
// Serialization.
//
static ChunkFileResult_t LoadSideCallback(CChunkFile *pFile, CMapSolid *pSolid);
ChunkFileResult_t SaveEditorData(CChunkFile *pFile);
static int g_nBadSolidCount;
CSolidFaces Faces; // The list of faces on this solid.
bool m_bValid : 1; // Is it a proper convex solid?
bool m_bIsCordonBrush : 1; // Whether this brush was added by the cordon tool.
HL1_SolidType_t m_eSolidType; // Used for HalfLife 1 maps only - solid, water, slime, lava.
};
inline bool CMapSolid::IsCordonBrush() const
{
return m_bIsCordonBrush;
}
#endif // MAPSOLID_H