Team Fortress 2 Source Code as on 22/4/2020
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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
// $NoKeywords: $
//=============================================================================//
#ifndef DISPPAINT_H
#define DISPPAINT_H
#pragma once
#include "mathlib/vector.h"
#include "utlvector.h"
#include "DispManager.h"
class CMapDisp;
struct SpatialPaintData_t
{
int m_nEffect;
Vector m_vCenter;
float m_flRadius;
float m_flScalar;
Vector m_vPaintAxis;
unsigned int m_uiBrushType;
bool m_bNudge;
bool m_bNudgeInit;
// Cache
float m_flRadius2;
float m_flOORadius2;
};
class CDispPaintMgr
{
public:
CDispPaintMgr();
~CDispPaintMgr();
bool Paint( SpatialPaintData_t &spatialData, bool bAutoSew );
protected:
// Painting.
bool PrePaint( SpatialPaintData_t &spatialData );
bool PostPaint( bool bAutoSew );
bool DoPaint( SpatialPaintData_t &spatialData );
void DoPaintAdd( SpatialPaintData_t &spatialData, CMapDisp *pDisp );
void DoPaintEqual( SpatialPaintData_t &spatialData, CMapDisp *pDisp );
void DoPaintSmooth( SpatialPaintData_t &spatialData, CMapDisp *pDisp );
void DoPaintOneOverR( const SpatialPaintData_t &spatialData, const Vector &vPos, float flDistance2, Vector &vNewPos );
void DoPaintOne( const SpatialPaintData_t &spatialData, const Vector &vPos, Vector &vNewPos );
bool DoPaintSmoothOneOverExp( const SpatialPaintData_t &spatialData, const Vector &vNewCenter, Vector &vPaintPos );
// Utility.
bool PaintSphereDispBBoxOverlap( const Vector &vCenter, float flRadius, const Vector &vBBoxMin, const Vector &vBBoxMax );
bool IsInSphereRadius( const Vector &vCenter, float flRadius2, const Vector &vPos, float &flDistance2 );
float CalcSmoothRadius2( const SpatialPaintData_t &spatialData, const Vector &vPoint );
void AddToUndo( CMapDisp **pDisp );
// Nudge
void NudgeAdd( CMapDisp *pDisp, int iVert );
void DoNudgeAdd( SpatialPaintData_t &spatialData );
protected:
struct DispVertPair_t
{
EditDispHandle_t m_hDisp;
int m_iVert;
};
CUtlVector<DispVertPair_t> m_aNudgeData;
};
#endif // DISPPAINT_H