Team Fortress 2 Source Code as on 22/4/2020
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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// A class representing a Dag (directed acyclic graph) node used for holding transforms, lights, cameras and shapes
//
//=============================================================================
#ifndef DMEDAG_H
#define DMEDAG_H
#ifdef _WIN32
#pragma once
#endif
#include "tier1/utlstack.h"
#include "datamodel/dmelement.h"
#include "datamodel/dmattribute.h"
#include "datamodel/dmattributevar.h"
#include "movieobjects/dmeshape.h"
#include "movieobjects/dmetransform.h"
//-----------------------------------------------------------------------------
// Forward declarations
//-----------------------------------------------------------------------------
class CDmeTransform;
class CDmeShape;
class CDmeDrawSettings;
//-----------------------------------------------------------------------------
// A class representing a camera
//-----------------------------------------------------------------------------
class CDmeDag : public CDmElement
{
DEFINE_ELEMENT( CDmeDag, CDmElement );
public:
// Accessors
CDmeTransform *GetTransform();
CDmeShape *GetShape();
// Changes the shage
void SetShape( CDmeShape *pShape );
bool IsVisible() const;
void SetVisible( bool bVisible = true );
// child helpers
const CUtlVector< DmElementHandle_t > &GetChildren() const;
int GetChildCount() const;
CDmeDag *GetChild( int i ) const;
void AddChild( CDmeDag* pDag );
void RemoveChild( int i );
void RemoveChild( const CDmeDag *pChild, bool bRecurse = false );
int FindChild( const CDmeDag *pChild ) const;
int FindChild( CDmeDag *&pParent, const CDmeDag *pChild );
int FindChild( const char *name ) const;
CDmeDag *FindOrAddChild( const char *name );
// Recursively render the Dag hierarchy
virtual void Draw( CDmeDrawSettings *pDrawSettings = NULL );
void GetBoundingSphere( Vector &center, float &radius ) const
{
matrix3x4_t identity;
SetIdentityMatrix( identity );
GetBoundingSphere( center, radius, identity );
}
void GetShapeToWorldTransform( matrix3x4_t &mat );
void GetLocalMatrix( matrix3x4_t &mat );
void GetWorldMatrix( matrix3x4_t &mat );
void GetParentWorldMatrix( matrix3x4_t &mat );
static void DrawUsingEngineCoordinates( bool bEnable );
// Transform from DME to engine coordinates
static void DmeToEngineMatrix( matrix3x4_t& dmeToEngine );
static void EngineToDmeMatrix( matrix3x4_t& engineToDme );
protected:
void GetBoundingSphere( Vector &center, float &radius, const matrix3x4_t &pMat ) const;
void PushDagTransform();
void PopDagTransform();
CDmAttribute *GetVisibilityAttribute();
CDmaVar< bool > m_Visible;
CDmaElement< CDmeTransform > m_Transform;
CDmaElement< CDmeShape > m_Shape;
CDmaElementArray< CDmeDag > m_Children;
private:
struct TransformInfo_t
{
CDmeTransform *m_pTransform;
matrix3x4_t m_DagToWorld;
bool m_bComputedDagToWorld;
};
static CUtlStack<TransformInfo_t> s_TransformStack;
static bool s_bDrawUsingEngineCoordinates;
};
#endif // DMEDAG_H