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293 lines
9.1 KiB
293 lines
9.1 KiB
5 years ago
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//========= Copyright Valve Corporation, All rights reserved. ============//
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//
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// Purpose:
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//
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// $NoKeywords: $
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//=============================================================================//
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#ifndef MAPATOM_H
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#define MAPATOM_H
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#pragma once
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#include "hammer_mathlib.h"
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#include "tier1/utlvector.h"
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class Box3D;
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class CRender2D;
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class CRender3D;
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enum SelectionState_t
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{
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SELECT_NONE = 0, // unselected
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SELECT_NORMAL, // selected
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SELECT_MORPH, // selected for vertex manipulation
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SELECT_MULTI_PARTIAL, // partial selection in a multiselect
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SELECT_MODIFY, // being modified by a tool
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};
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//
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// Notification codes for NotifyDependents.
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//
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enum Notify_Dependent_t
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{
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Notify_Changed = 0, // The notifying object has changed.
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Notify_Removed, // The notifying object is being removed from the world.
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Notify_Undo,
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Notify_Transform,
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Notify_Rebuild,
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Notify_Rebuild_Full,
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Notify_Clipped_Intermediate,
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Notify_Clipped
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};
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class CMapAtom
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{
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public:
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int m_nObjectID;
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//-----------------------------------------------------------------------------
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// Purpose: Debugging hook.
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//-----------------------------------------------------------------------------
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virtual void Debug(void) {}
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//-----------------------------------------------------------------------------
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// Purpose: Returns whether this object is selected.
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//-----------------------------------------------------------------------------
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virtual bool IsSelected(void) const
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{
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return(m_eSelectionState != SELECT_NONE);
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}
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//-----------------------------------------------------------------------------
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// Purpose: Returns the current selection state of this object.
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//-----------------------------------------------------------------------------
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virtual SelectionState_t GetSelectionState(void) const
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{
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return(m_eSelectionState);
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}
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//-----------------------------------------------------------------------------
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// Purpose: Sets the current selection state of this object.
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//-----------------------------------------------------------------------------
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virtual SelectionState_t SetSelectionState(SelectionState_t eSelectionState)
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{
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SelectionState_t ePrevState = m_eSelectionState;
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m_eSelectionState = eSelectionState;
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return ePrevState;
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}
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//-----------------------------------------------------------------------------
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// Purpose: Sets the render color of this object.
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//-----------------------------------------------------------------------------
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virtual void SetRenderColor(unsigned char red, unsigned char green, unsigned char blue)
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{
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r = red;
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g = green;
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b = blue;
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}
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//-----------------------------------------------------------------------------
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// Purpose: Sets the render color of this object.
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//-----------------------------------------------------------------------------
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virtual void SetRenderColor(color32 rgbColor)
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{
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r = rgbColor.r;
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g = rgbColor.g;
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b = rgbColor.b;
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}
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//-----------------------------------------------------------------------------
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// Purpose: Returns the render color of this object.
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//-----------------------------------------------------------------------------
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virtual void GetRenderColor(unsigned char &red, unsigned char &green, unsigned char &blue)
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{
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red = r;
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green = g;
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blue = b;
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}
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//-----------------------------------------------------------------------------
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// Purpose: Returns the render color of this object.
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//-----------------------------------------------------------------------------
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virtual color32 GetRenderColor(void)
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{
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color32 rgbColor;
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rgbColor.r = r;
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rgbColor.g = g;
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rgbColor.b = b;
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rgbColor.a = 0;
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return rgbColor;
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}
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//-----------------------------------------------------------------------------
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// Purpose: Sets this object's parent.
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// Input : pParent -
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//-----------------------------------------------------------------------------
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virtual void SetParent(CMapAtom *pParent)
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{
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m_pParent = pParent;
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}
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//-----------------------------------------------------------------------------
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// Purpose: Returns the parent of this CMapAtom.
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// Output : Parent pointer, NULL if this object has no parent.
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//-----------------------------------------------------------------------------
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virtual CMapAtom *GetParent(void) const
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{
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return(m_pParent);
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}
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//-----------------------------------------------------------------------------
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// Purpose: Preloads any rendering info (textures, etc.). Called once per object
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// from the renderer's Initialize function.
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// Input : pRender - Pointer to the 3D rendering interface.
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// bNewContext - True if the renderer pointed to by pRender is a new
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// rendering context, false if not.
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//-----------------------------------------------------------------------------
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virtual bool RenderPreload(CRender3D *pRender, bool bNewContext)
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{
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return(true);
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}
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//-----------------------------------------------------------------------------
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// Purpose: Renders this object into the 3D view.
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// Input : pRender - Pointer to the 3D rendering interface.
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//-----------------------------------------------------------------------------
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virtual void Render3D(CRender3D *pRender)
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{
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}
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//-----------------------------------------------------------------------------
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// Purpose: Renders this object into the 3D view.
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// Input : pRender - Pointer to the 3D rendering interface.
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//-----------------------------------------------------------------------------
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virtual void Render2D(CRender2D *pRender)
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{
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}
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virtual void AddShadowingTriangles( CUtlVector<Vector> &tri_list )
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{
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// should add triangles representing the shadows this object would cast
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// in lighting preview mode by adding 3 vector positions per triangle
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}
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//-----------------------------------------------------------------------------
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// Purpose: Returns a coordinate frame to render in
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// Input : matrix -
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// Output : returns true if a new matrix is returned, false if the new matrix is bad
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//-----------------------------------------------------------------------------
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virtual bool GetTransformMatrix( VMatrix& matrix )
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{
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// try and get our parents transform matrix
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CMapAtom *p = GetParent();
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if ( p )
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{
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return p->GetTransformMatrix( matrix );
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}
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return false;
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}
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//-----------------------------------------------------------------------------
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// Transformation functions.
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//-----------------------------------------------------------------------------
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void Transform(const VMatrix &matrix)
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{
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DoTransform(matrix);
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PostUpdate(Notify_Transform);
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}
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void TransMove(const Vector &Delta)
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{
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VMatrix matrix;
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matrix.Identity();
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matrix.SetTranslation(Delta);
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DoTransform(matrix);
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PostUpdate(Notify_Transform);
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}
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void TransRotate(const Vector &RefPoint, const QAngle &Angles)
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{
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VMatrix matrix;
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QAngle hammerAngle( -Angles.y, Angles.z, Angles.x );
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matrix.SetupMatrixOrgAngles( vec3_origin, hammerAngle );
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Vector vOffset;
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matrix.V3Mul( RefPoint, vOffset );
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vOffset = RefPoint - vOffset;
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matrix.SetTranslation( vOffset );
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DoTransform(matrix);
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PostUpdate(Notify_Transform);
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}
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void TransScale(const Vector &RefPoint, const Vector &Scale)
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{
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VMatrix matrix;
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matrix.Identity();
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matrix = matrix.Scale( Scale );
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Vector vOffset;
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matrix.V3Mul( RefPoint, vOffset );
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vOffset = RefPoint - vOffset;
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matrix.SetTranslation( vOffset );
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DoTransform(matrix);
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PostUpdate(Notify_Transform);
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}
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//-----------------------------------------------------------------------------
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// Must be called after modifying the object for bounds recalculation and
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// dependency updates.
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//-----------------------------------------------------------------------------
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virtual void PostUpdate(Notify_Dependent_t eNotifyType) {}
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//-----------------------------------------------------------------------------
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// Override this for helpers. This indicates whether a helper provides a visual
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// representation for the entity that it belongs to. Entities with no
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// visual elements are given a default box so they can be seen.
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//-----------------------------------------------------------------------------
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virtual bool IsVisualElement(void) { return(false); }
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//-----------------------------------------------------------------------------
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// Override this to tell the renderer to render you last. This is useful for
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// alpha blended elements such as sprites.
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//-----------------------------------------------------------------------------
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virtual bool ShouldRenderLast(void)
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{
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return(false);
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}
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virtual void SignalChanged(void ) // object has changed
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{
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}
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protected:
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static int s_nObjectIDCtr;
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CMapAtom(void)
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{
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m_eSelectionState = SELECT_NONE;
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m_pParent = NULL;
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m_nObjectID = s_nObjectIDCtr++;
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}
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//-----------------------------------------------------------------------------
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// DoTransform functions. Virtual, called by base Transfom functions.
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//-----------------------------------------------------------------------------
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virtual void DoTransform(const VMatrix &matrix) {}
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CMapAtom *m_pParent; // This object's parent.
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SelectionState_t m_eSelectionState; // The current selection state of this object.
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unsigned char r; // Red color component.
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unsigned char g; // Green color component.
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unsigned char b; // Blue color component.
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};
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#endif // MAPATOM_H
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