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210 lines
6.0 KiB
210 lines
6.0 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 MAPVIEW3D_H
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#define MAPVIEW3D_H
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#ifdef _WIN32
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#pragma once
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#endif
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#include "Keyboard.h"
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#include "MapView.h"
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#include "Render3D.h"
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#include "camera.h"
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namespace vgui
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{
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typedef unsigned long HCursor;
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}
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class CMapAtom;
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class CRender3D;
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class CCamera;
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class CTitleWnd;
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class CMapDecal;
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struct PLANE;
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class CMapView3D : public CView, public CMapView
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{
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protected:
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CMapView3D();
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DECLARE_DYNCREATE(CMapView3D)
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public:
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virtual LRESULT WindowProc( UINT message, WPARAM wParam, LPARAM lParam );
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enum
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{
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updNothing = 0x00,
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updMorphOnly = 0x01,
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updAll = 0x02,
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updRedrawNow = 0x04
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};
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void SetCamera(const Vector &vecPos, const Vector &vecLookAt);
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//
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// CMapView interface:
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//
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void RenderView();
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bool ShouldRender();
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void ActivateView(bool bActivate);
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void UpdateView(int nFlags);
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CView *GetViewWnd() { return (CView*)this; }
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CMapDoc *GetMapDoc() { return (CMapDoc*)m_pDocument;}
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void WorldToClient(Vector2D &ptClient, const Vector &vecWorld);
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void ClientToWorld(Vector &vecWorld, const Vector2D &ptClient);
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bool HitTest( const Vector2D &vPoint, const Vector& mins, const Vector& maxs );
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void GetBestTransformPlane( Vector &horzAxis, Vector &vertAxis, Vector &thirdAxis);
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void GetHitPos(const Vector2D &point, PLANE &plane, Vector &pos);
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void ProcessInput(void);
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void UpdateStatusBar();
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// Called by the camera tool to control the camera.
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void EnableMouseLook(bool bEnable);
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void EnableRotating(bool bEnable);
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void EnableStrafing(bool bEnable);
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void UpdateCameraVariables(void);
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void MoveForward(float flDistance);
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void MoveUp(float flDistance);
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void MoveRight(float flDistance);
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void Pitch(float flDegrees);
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void Yaw(float flDegrees);
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void BeginPick(void);
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void EndPick(void);
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DrawType_t GetDrawType() { return m_eDrawType; }
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void SetDrawType(DrawType_t eDrawType);
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int ObjectsAt( const Vector2D &point, HitInfo_t *pObjects, int nMaxObjects, unsigned int nFlags = 0 );
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CMapClass *NearestObjectAt( const Vector2D &point, ULONG &ulFace, unsigned int nFlags = 0, VMatrix *pLocalMatrix = NULL );
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void RenderPreloadObject(CMapAtom *pObject);
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void SetCursor( vgui::HCursor hCursor );
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// Release all video memory
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void ReleaseVideoMemory();
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// ClassWizard generated virtual function overrides
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//{{AFX_VIRTUAL(CMapView3D)
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public:
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virtual BOOL PreCreateWindow(CREATESTRUCT& cs);
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virtual BOOL DestroyWindow();
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virtual void OnInitialUpdate();
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protected:
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virtual BOOL OnPreparePrinting(CPrintInfo* pInfo);
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//}}AFX_VIRTUAL
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public:
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virtual ~CMapView3D();
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#ifdef _DEBUG
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virtual void AssertValid() const;
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virtual void Dump(CDumpContext& dc) const;
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#endif
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private:
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void Render();
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void EnableCrosshair(bool bEnable);
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bool ControlCamera(const CPoint &point);
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//
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// Keyboard processing.
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//
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void InitializeKeyMap(void);
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void ProcessMouse(void);
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void ProcessKeys(float fElapsedTime);
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void ProcessMovementKeys(float fElapsedTime);
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float GetKeyScale(unsigned int uKeyState);
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// Radius culling
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void ProcessCulling( void );
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enum
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{
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MVTIMER_PICKNEXT = 0
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};
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bool m_bMouseLook; // Set to true when we override the mouse processing to use mouselook.
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bool m_bStrafing;
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bool m_bRotating;
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CPoint m_ptLastMouseMovement; // Last position used for tracking the mouse for camera control.
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DWORD m_dwTimeLastSample; // Used for calculating rendering framerate.
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DWORD m_dwTimeLastInputSample; // Used for framerate-independent input processing.
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float m_fForwardSpeed; // Current forward speed, in world units per second.
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float m_fStrafeSpeed; // Current side-to-side speed, in world units per second.
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float m_fVerticalSpeed; // Current up-down speed, in world units per second.
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float m_fForwardSpeedMax; // Maximum forward speed, in world units per second.
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float m_fStrafeSpeedMax; // Maximum side-to-side speed, in world units per second.
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float m_fVerticalSpeedMax; // Maximum up-down speed, in world units per second.
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float m_fForwardAcceleration; // Forward acceleration, in world units per second squared.
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float m_fStrafeAcceleration; // Side-to-side acceleration, in world units per second squared.
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float m_fVerticalAcceleration; // Up-down acceleration, in world units per second squared.
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DrawType_t m_eDrawType; // How we render - wireframe, flat, textured, lightmap grid, or lighting preview.
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bool m_bLightingPreview;
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CTitleWnd *m_pwndTitle; // Title window.
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CRender3D *m_pRender; // Performs the 3D rendering in our window.
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CKeyboard m_Keyboard; // Handles binding of keys and mouse buttons to logical functions.
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bool m_bCameraPosChanged;
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bool m_bClippingChanged;
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//{{AFX_MSG(CMapView3D)
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protected:
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afx_msg void OnTimer(UINT nIDEvent);
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afx_msg void OnKeyDown(UINT nChar, UINT nRepCnt, UINT nFlags);
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afx_msg void OnKeyUp(UINT nChar, UINT nRepCnt, UINT nFlags);
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afx_msg void OnSize(UINT nType, int cx, int cy);
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afx_msg void OnLButtonDown(UINT nFlags, CPoint point);
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afx_msg void OnLButtonUp(UINT nFlags, CPoint point);
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afx_msg void OnLButtonDblClk(UINT nFlags, CPoint point);
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afx_msg void OnRButtonDown( UINT nFlags, CPoint point );
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afx_msg BOOL OnMouseWheel(UINT nFlags, short zDelta, CPoint point);
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afx_msg void OnRButtonUp(UINT nFlags, CPoint point);
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afx_msg void OnContextMenu(CWnd *pWnd, CPoint point);
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afx_msg void OnChar(UINT nChar, UINT nRepCnt, UINT nFlags);
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afx_msg void OnSetFocus(CWnd* pOldWnd);
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afx_msg void OnDraw(CDC *pDC);
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afx_msg BOOL OnFaceAlign(UINT uCmd);
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afx_msg BOOL OnFaceJustify(UINT uCmd);
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afx_msg void OnView3dWireframe(void);
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afx_msg void OnView3dPolygon(void);
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afx_msg void OnView3dTextured(void);
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afx_msg void OnView3dLightmapGrid(void);
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afx_msg void OnView3dLightingPreview(void);
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afx_msg void OnView3dLightingPreviewRayTraced(void);
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//afx_msg void OnView3dEngine(void);
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afx_msg void OnMouseMove(UINT nFlags, CPoint point);
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afx_msg void OnKillFocus(CWnd *pNewWnd);
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afx_msg void OnNcPaint( );
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//}}AFX_MSG
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DECLARE_MESSAGE_MAP()
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};
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#endif // MAPVIEW3D_H
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