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688 lines
16 KiB
688 lines
16 KiB
//========= Copyright Valve Corporation, All rights reserved. ============//
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//
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// Purpose:
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//
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//=============================================================================
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#include "stdafx.h"
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#include "hammer.h"
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#include "StockSolids.h"
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#include "hammer_mathlib.h"
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#include "MapSolid.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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#pragma warning(disable:4244)
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//Vector pmPoints[64];
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StockSolid::StockSolid(int nFields)
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{
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AllocateDataFields(nFields);
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cofs.Init();
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}
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StockSolid::~StockSolid()
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{
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if ( pFields )
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{
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delete[] pFields;
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pFields = NULL;
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}
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}
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void StockSolid::AllocateDataFields(int nFields_)
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{
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pFields = new STSDATAFIELD[nFields_];
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Assert(pFields);
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iMaxFields = nFields_;
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this->nFields = 0; // none yet
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}
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void StockSolid::Serialize(std::fstream& file, BOOL bIsStoring)
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{
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}
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int StockSolid::GetFieldCount() const
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{
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return nFields;
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}
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void StockSolid::SetFieldData(int iIndex, int iData)
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{
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Assert(iIndex < nFields);
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STSDATAFIELD& field = pFields[iIndex];
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field.iValue = iData;
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if(field.flags & DFFLAG_RANGED)
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{
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Assert(!(iData < field.iRangeLower || iData > field.iRangeUpper));
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}
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}
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int StockSolid::GetFieldData(int iIndex, int *piData) const
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{
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Assert(iIndex < nFields);
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STSDATAFIELD& field = pFields[iIndex];
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if(piData)
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piData[0] = field.iValue;
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return field.iValue;
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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void StockSolid::SetOrigin(const Vector &o)
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{
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origin = o;
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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void StockSolid::SetCenterOffset(const Vector &ofs)
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{
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cofs = ofs;
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}
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void StockSolid::AddDataField(STSDF_TYPE type, const char *pszName, int iRangeLower, int iRangeUpper)
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{
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Assert(nFields < iMaxFields);
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STSDATAFIELD& field = pFields[nFields++];
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field.type = type;
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field.flags = 0;
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strcpy(field.szName, pszName);
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if(iRangeLower != -1)
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{
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field.flags |= DFFLAG_RANGED;
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field.iRangeLower = iRangeLower;
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field.iRangeUpper = iRangeUpper;
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}
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}
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// ----------------------------------------------------------------------------
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// StockBlock()
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// ----------------------------------------------------------------------------
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StockBlock::StockBlock() :
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StockSolid(3)
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{
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AddDataField(DFTYPE_INTEGER, "Width (X)");
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AddDataField(DFTYPE_INTEGER, "Depth (Y)");
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AddDataField(DFTYPE_INTEGER, "Height (Z)");
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}
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void StockBlock::SetFromBox(BoundBox *pBox)
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{
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// round floats before converting to integers
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SetFieldData(fieldWidth, (pBox->bmaxs[0] - pBox->bmins[0])+0.5f );
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SetFieldData(fieldDepth, (pBox->bmaxs[1] - pBox->bmins[1])+0.5f );
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SetFieldData(fieldHeight, (pBox->bmaxs[2] - pBox->bmins[2])+0.5f );
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Vector o;
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pBox->GetBoundsCenter(o);
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SetOrigin(o);
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}
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void StockBlock::CreateMapSolid(CMapSolid *pSolid, TextureAlignment_t eAlignment)
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{
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CMapFace Face;
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float fDepth = float(GetFieldData(fieldDepth))/2;
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float fWidth = float(GetFieldData(fieldWidth))/2;
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float fHeight = float(GetFieldData(fieldHeight))/2;
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// create box
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Vector bmins, bmaxs;
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bmins[0] = origin[0] - fWidth + cofs[0];
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bmins[1] = origin[1] - fDepth + cofs[1];
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bmins[2] = origin[2] - fHeight + cofs[2];
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bmaxs[0] = origin[0] + fWidth + cofs[0];
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bmaxs[1] = origin[1] + fDepth + cofs[1];
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bmaxs[2] = origin[2] + fHeight + cofs[2];
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Vector Points[4];
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// x planes - top first
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Points[0][0] = bmins[0];
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Points[0][1] = bmaxs[1];
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Points[0][2] = bmaxs[2];
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Points[1][0] = bmaxs[0];
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Points[1][1] = bmaxs[1];
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Points[1][2] = bmaxs[2];
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Points[2][0] = bmaxs[0];
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Points[2][1] = bmins[1];
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Points[2][2] = bmaxs[2];
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Points[3][0] = bmins[0];
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Points[3][1] = bmins[1];
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Points[3][2] = bmaxs[2];
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Face.CreateFace(Points, 4, pSolid->IsCordonBrush());
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pSolid->AddFace(&Face);
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// top - modify heights
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for(int i = 0; i < 4; i++)
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{
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Points[i][2] = bmins[2];
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}
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Face.CreateFace(Points, -4, pSolid->IsCordonBrush());
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pSolid->AddFace(&Face);
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// y planes - left
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Points[0][0] = bmins[0];
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Points[0][1] = bmaxs[1];
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Points[0][2] = bmaxs[2];
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Points[1][0] = bmins[0];
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Points[1][1] = bmins[1];
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Points[1][2] = bmaxs[2];
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Points[2][0] = bmins[0];
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Points[2][1] = bmins[1];
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Points[2][2] = bmins[2];
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Points[3][0] = bmins[0];
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Points[3][1] = bmaxs[1];
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Points[3][2] = bmins[2];
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Face.CreateFace(Points, 4, pSolid->IsCordonBrush());
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pSolid->AddFace(&Face);
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// right - modify xloc
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for(int i = 0; i < 4; i++)
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{
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Points[i][0] = bmaxs[0];
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}
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Face.CreateFace(Points, -4, pSolid->IsCordonBrush());
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pSolid->AddFace(&Face);
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// x planes - farthest
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Points[0][0] = bmaxs[0];
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Points[0][1] = bmaxs[1];
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Points[0][2] = bmaxs[2];
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Points[1][0] = bmins[0];
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Points[1][1] = bmaxs[1];
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Points[1][2] = bmaxs[2];
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Points[2][0] = bmins[0];
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Points[2][1] = bmaxs[1];
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Points[2][2] = bmins[2];
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Points[3][0] = bmaxs[0];
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Points[3][1] = bmaxs[1];
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Points[3][2] = bmins[2];
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Face.CreateFace(Points, 4, pSolid->IsCordonBrush());
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pSolid->AddFace(&Face);
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// nearest - modify yloc
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for(int i = 0; i < 4; i++)
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{
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Points[i][1] = bmins[1];
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}
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Face.CreateFace(Points, -4, pSolid->IsCordonBrush());
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pSolid->AddFace(&Face);
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pSolid->CalcBounds();
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pSolid->InitializeTextureAxes(eAlignment, INIT_TEXTURE_ALL | INIT_TEXTURE_FORCE);
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}
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// ----------------------------------------------------------------------------
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// StockWedge()
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// ----------------------------------------------------------------------------
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StockWedge::StockWedge() :
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StockSolid(3)
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{
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AddDataField(DFTYPE_INTEGER, "Width (X)");
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AddDataField(DFTYPE_INTEGER, "Depth (Y)");
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AddDataField(DFTYPE_INTEGER, "Height (Z)");
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}
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void StockWedge::SetFromBox(BoundBox *pBox)
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{
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SetFieldData(fieldWidth, pBox->bmaxs[0] - pBox->bmins[0]);
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SetFieldData(fieldDepth, pBox->bmaxs[1] - pBox->bmins[1]);
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SetFieldData(fieldHeight, pBox->bmaxs[2] - pBox->bmins[2]);
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Vector o;
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pBox->GetBoundsCenter(o);
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SetOrigin(o);
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}
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void StockWedge::CreateMapSolid(CMapSolid *pSolid, TextureAlignment_t eTextureAlignment)
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{
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CMapFace Face;
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float fDepth = float(GetFieldData(fieldDepth))/2;
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float fWidth = float(GetFieldData(fieldWidth))/2;
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float fHeight = float(GetFieldData(fieldHeight))/2;
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Vector Points[4];
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// x planes - top
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Points[0][0] = origin[0] + fWidth;
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Points[0][1] = origin[1] + fDepth;
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Points[0][2] = origin[2] + fHeight;
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Points[1][0] = origin[0] + fWidth;
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Points[1][1] = origin[1] - fDepth;
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Points[1][2] = origin[2] + fHeight;
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Points[2][0] = origin[0] - fWidth;
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Points[2][1] = origin[1] - fDepth;
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Points[2][2] = origin[2] + fHeight;
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Face.CreateFace(Points, 3);
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pSolid->AddFace(&Face);
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// bottom
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for (int i = 0; i < 3; i++)
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{
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Points[i][2] = origin[2] - fHeight;
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}
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Face.CreateFace(Points, -3);
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pSolid->AddFace(&Face);
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// left (slant)
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Points[0][0] = origin[0] + fWidth;
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Points[0][1] = origin[1] + fDepth;
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Points[0][2] = origin[2] - fHeight;
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Points[1][0] = origin[0] + fWidth;
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Points[1][1] = origin[1] + fDepth;
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Points[1][2] = origin[2] + fHeight;
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Points[2][0] = origin[0] - fWidth;
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Points[2][1] = origin[1] - fDepth;
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Points[2][2] = origin[2] + fHeight;
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Points[3][0] = origin[0] - fWidth;
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Points[3][1] = origin[1] - fDepth;
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Points[3][2] = origin[2] - fHeight;
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Face.CreateFace(Points, 4);
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pSolid->AddFace(&Face);
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// south
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Points[0][0] = origin[0] + fWidth;
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Points[0][1] = origin[1] - fDepth;
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Points[0][2] = origin[2] + fHeight;
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Points[1][0] = origin[0] + fWidth;
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Points[1][1] = origin[1] - fDepth;
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Points[1][2] = origin[2] - fHeight;
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Points[2][0] = origin[0] - fWidth;
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Points[2][1] = origin[1] - fDepth;
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Points[2][2] = origin[2] - fHeight;
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Points[3][0] = origin[0] - fWidth;
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Points[3][1] = origin[1] - fDepth;
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Points[3][2] = origin[2] + fHeight;
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Face.CreateFace(Points, 4);
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pSolid->AddFace(&Face);
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// right
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Points[0][0] = origin[0] + fWidth;
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Points[0][1] = origin[1] + fDepth;
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Points[0][2] = origin[2] + fHeight;
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Points[1][0] = origin[0] + fWidth;
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Points[1][1] = origin[1] + fDepth;
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Points[1][2] = origin[2] - fHeight;
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Points[2][0] = origin[0] + fWidth;
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Points[2][1] = origin[1] - fDepth;
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Points[2][2] = origin[2] - fHeight;
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Points[3][0] = origin[0] + fWidth;
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Points[3][1] = origin[1] - fDepth;
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Points[3][2] = origin[2] + fHeight;
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Face.CreateFace(Points, 4);
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pSolid->AddFace(&Face);
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pSolid->CalcBounds();
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pSolid->InitializeTextureAxes(eTextureAlignment, INIT_TEXTURE_ALL | INIT_TEXTURE_FORCE);
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}
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// ----------------------------------------------------------------------------
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// StockCylinder()
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// ----------------------------------------------------------------------------
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StockCylinder::StockCylinder()
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: StockSolid(4)
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{
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AddDataField(DFTYPE_INTEGER, "Width (X)");
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AddDataField(DFTYPE_INTEGER, "Depth (Y)");
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AddDataField(DFTYPE_INTEGER, "Height (Z)");
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AddDataField(DFTYPE_INTEGER, "Number of Sides");
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SetFieldData(fieldSideCount, 8);
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}
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void StockCylinder::SetFromBox(BoundBox *pBox)
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{
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SetFieldData(fieldWidth, pBox->bmaxs[0] - pBox->bmins[0]);
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SetFieldData(fieldDepth, pBox->bmaxs[1] - pBox->bmins[1]);
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SetFieldData(fieldHeight, pBox->bmaxs[2] - pBox->bmins[2]);
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Vector o;
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pBox->GetBoundsCenter(o);
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SetOrigin(o);
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}
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void StockCylinder::CreateMapSolid(CMapSolid *pSolid, TextureAlignment_t eTextureAlignment)
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{
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CMapFace Face;
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float fDepth = float(GetFieldData(fieldDepth))/2;
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float fWidth = float(GetFieldData(fieldWidth))/2;
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float fHeight = float(GetFieldData(fieldHeight))/2;
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int nSides = GetFieldData(fieldSideCount);
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Vector pmPoints[64];
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polyMake(origin[0] - fWidth, origin[1] - fDepth, origin[0] + fWidth, origin[1] + fDepth, nSides, 0, pmPoints );
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// face 0 - top face
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for(int i = 0; i < nSides+1; i++)
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{
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pmPoints[i][2] = origin[2] - fHeight;
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}
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Face.CreateFace( pmPoints, -nSides);
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pSolid->AddFace(&Face);
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// bottom face
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for(int i = 0; i < nSides+1; i++)
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{
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pmPoints[i][2] = origin[2] + fHeight;
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}
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Face.CreateFace( pmPoints, nSides);
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pSolid->AddFace(&Face);
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// other sides
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Vector Points[4];
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for(int i = 0; i < nSides; i++)
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{
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Points[0][0] = pmPoints[i][0];
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Points[0][1] = pmPoints[i][1];
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Points[0][2] = origin[2] - fHeight;
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Points[1][0] = pmPoints[i+1][0];
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Points[1][1] = pmPoints[i+1][1];
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Points[1][2] = origin[2] - fHeight;
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Points[2][0] = pmPoints[i+1][0];
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Points[2][1] = pmPoints[i+1][1];
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Points[2][2] = origin[2] + fHeight;
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Points[3][0] = pmPoints[i][0];
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Points[3][1] = pmPoints[i][1];
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Points[3][2] = origin[2] + fHeight;
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Face.CreateFace(Points, 4);
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Face.texture.smooth = 1.f;
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pSolid->AddFace(&Face);
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}
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pSolid->CalcBounds();
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pSolid->InitializeTextureAxes(eTextureAlignment, INIT_TEXTURE_ALL | INIT_TEXTURE_FORCE);
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}
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// ----------------------------------------------------------------------------
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// StockSpike()
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// ----------------------------------------------------------------------------
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StockSpike::StockSpike()
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: StockSolid(4)
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{
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AddDataField(DFTYPE_INTEGER, "Width (X)");
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AddDataField(DFTYPE_INTEGER, "Depth (Y)");
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AddDataField(DFTYPE_INTEGER, "Height (Z)");
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AddDataField(DFTYPE_INTEGER, "Number of Sides");
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SetFieldData(fieldSideCount, 8);
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}
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void StockSpike::SetFromBox(BoundBox *pBox)
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{
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SetFieldData(fieldWidth, pBox->bmaxs[0] - pBox->bmins[0]);
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SetFieldData(fieldDepth, pBox->bmaxs[1] - pBox->bmins[1]);
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SetFieldData(fieldHeight, pBox->bmaxs[2] - pBox->bmins[2]);
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Vector o;
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pBox->GetBoundsCenter(o);
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SetOrigin(o);
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}
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void StockSpike::CreateMapSolid(CMapSolid *pSolid, TextureAlignment_t eTextureAlignment)
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{
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float fDepth = float(GetFieldData(fieldDepth))/2;
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float fWidth = float(GetFieldData(fieldWidth))/2;
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float fHeight = float(GetFieldData(fieldHeight))/2;
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int nSides = GetFieldData(fieldSideCount);
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CMapFace NewFace;
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// create bottom poly
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Vector pmPoints[64];
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polyMake(origin[0] - fWidth, origin[1] - fDepth, origin[0] + fWidth, origin[1] + fDepth, nSides, 0, pmPoints);
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// bottom face
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for(int i = 0; i < nSides+1; i++)
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{
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// YWB rounding???
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pmPoints[i][2] = V_rint(origin[2] - fHeight);
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}
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NewFace.CreateFace(pmPoints, -nSides);
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pSolid->AddFace(&NewFace);
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// other sides
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Vector Points[3];
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// get centerpoint
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Points[0][0] = origin[0];
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Points[0][1] = origin[1];
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// YWB rounding???
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Points[0][2] = V_rint(origin[2] + fHeight);
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for(int i = 0; i < nSides; i++)
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{
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|
Points[1][0] = pmPoints[i][0];
|
|
Points[1][1] = pmPoints[i][1];
|
|
Points[1][2] = pmPoints[i][2];
|
|
|
|
Points[2][0] = pmPoints[i+1][0];
|
|
Points[2][1] = pmPoints[i+1][1];
|
|
Points[2][2] = pmPoints[i+1][2];
|
|
|
|
NewFace.CreateFace(Points, 3);
|
|
pSolid->AddFace(&NewFace);
|
|
}
|
|
|
|
pSolid->CalcBounds();
|
|
pSolid->InitializeTextureAxes(eTextureAlignment, INIT_TEXTURE_ALL | INIT_TEXTURE_FORCE);
|
|
}
|
|
|
|
|
|
StockSphere::StockSphere()
|
|
: StockSolid(4)
|
|
{
|
|
AddDataField(DFTYPE_INTEGER, "Width (X)");
|
|
AddDataField(DFTYPE_INTEGER, "Depth (Y)");
|
|
AddDataField(DFTYPE_INTEGER, "Height (Z)");
|
|
AddDataField(DFTYPE_INTEGER, "Subdivisions");
|
|
|
|
SetFieldData(fieldSideCount, 8);
|
|
}
|
|
|
|
|
|
void StockSphere::SetFromBox(BoundBox *pBox)
|
|
{
|
|
SetFieldData(fieldWidth, pBox->bmaxs[0] - pBox->bmins[0]);
|
|
SetFieldData(fieldDepth, pBox->bmaxs[1] - pBox->bmins[1]);
|
|
SetFieldData(fieldHeight, pBox->bmaxs[2] - pBox->bmins[2]);
|
|
|
|
Vector o;
|
|
pBox->GetBoundsCenter(o);
|
|
|
|
SetOrigin(o);
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: Builds a tesselated sphere.
|
|
// Input : pSolid - Pointer to a solid that will become a sphere.
|
|
//-----------------------------------------------------------------------------
|
|
void StockSphere::CreateMapSolid(CMapSolid *pSolid, TextureAlignment_t eTextureAlignment)
|
|
{
|
|
CMapFace Face;
|
|
|
|
float fDepth = (float)GetFieldData(fieldDepth) / 2;
|
|
float fWidth = (float)GetFieldData(fieldWidth) / 2;
|
|
float fHeight = (float)GetFieldData(fieldHeight) / 2;
|
|
int nSides = GetFieldData(fieldSideCount);
|
|
|
|
float fAngle = 0;
|
|
float fAngleStep = 180.0 / nSides;
|
|
|
|
//
|
|
// Build the sphere by building slices at constant angular intervals.
|
|
//
|
|
// Each slice is a ring of four-sided faces, except for the top and bottom slices,
|
|
// which are flattened cones.
|
|
//
|
|
// Unrolled, a sphere made with 5 'sides' has 25 faces and looks like this:
|
|
//
|
|
// /\ /\ /\ /\ /\
|
|
// / 0\/ 1\/ 2\/ 3\/ 4\
|
|
// | 5| 6| 7| 8| 9|
|
|
// | 10| 11| 12| 13| 14|
|
|
// | 15| 16| 17| 18| 19|
|
|
// \20/\21/\22/\23/\24/
|
|
// \/ \/ \/ \/ \/
|
|
//
|
|
for (int nSlice = 0; nSlice < nSides; nSlice++)
|
|
{
|
|
float fAngle1 = fAngle + fAngleStep;
|
|
|
|
//
|
|
// Make the upper polygon.
|
|
//
|
|
Vector TopPoints[64];
|
|
float fUpperWidth = fWidth * sin(DEG2RAD(fAngle));
|
|
float fUpperDepth = fDepth * sin(DEG2RAD(fAngle));
|
|
polyMake(origin[0] - fUpperWidth, origin[1] - fUpperDepth, origin[0] + fUpperWidth, origin[1] + fUpperDepth, nSides, 0, TopPoints);
|
|
|
|
//
|
|
// Make the lower polygon.
|
|
//
|
|
Vector BottomPoints[64];
|
|
float fLowerWidth = fWidth * sin(DEG2RAD(fAngle1));
|
|
float fLowerDepth = fDepth * sin(DEG2RAD(fAngle1));
|
|
polyMake(origin[0] - fLowerWidth, origin[1] - fLowerDepth, origin[0] + fLowerWidth, origin[1] + fLowerDepth, nSides, 0, BottomPoints);
|
|
|
|
//
|
|
// Build the faces that connect the upper and lower polygons.
|
|
//
|
|
Vector Points[4];
|
|
float fUpperHeight = origin[2] + fHeight * cos(DEG2RAD(fAngle));
|
|
float fLowerHeight = origin[2] + fHeight * cos(DEG2RAD(fAngle1));
|
|
|
|
for (int i = 0; i < nSides; i++)
|
|
{
|
|
if (nSlice != 0)
|
|
{
|
|
Points[0][0] = TopPoints[i + 1][0];
|
|
Points[0][1] = TopPoints[i + 1][1];
|
|
Points[0][2] = fUpperHeight;
|
|
}
|
|
|
|
Points[1][0] = TopPoints[i][0];
|
|
Points[1][1] = TopPoints[i][1];
|
|
Points[1][2] = fUpperHeight;
|
|
|
|
Points[2][0] = BottomPoints[i][0];
|
|
Points[2][1] = BottomPoints[i][1];
|
|
Points[2][2] = fLowerHeight;
|
|
|
|
if (nSlice != nSides - 1)
|
|
{
|
|
Points[3][0] = BottomPoints[i + 1][0];
|
|
Points[3][1] = BottomPoints[i + 1][1];
|
|
Points[3][2] = fLowerHeight;
|
|
}
|
|
|
|
//
|
|
// Top and bottom are cones, not rings, so remove one vertex per face.
|
|
//
|
|
if (nSlice == 0)
|
|
{
|
|
Face.CreateFace(&Points[1], 3);
|
|
}
|
|
else if (nSlice == nSides - 1)
|
|
{
|
|
Face.CreateFace(Points, 3);
|
|
}
|
|
else
|
|
{
|
|
Face.CreateFace(Points, 4);
|
|
}
|
|
|
|
Face.texture.smooth = 1.f;
|
|
pSolid->AddFace(&Face);
|
|
}
|
|
|
|
fAngle += fAngleStep;
|
|
}
|
|
|
|
pSolid->CalcBounds();
|
|
pSolid->InitializeTextureAxes(eTextureAlignment, INIT_TEXTURE_ALL | INIT_TEXTURE_FORCE);
|
|
}
|
|
|
|
|