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+//========= Copyright Valve Corporation, All rights reserved. ============//
+//
+// Purpose:
+//
+//=============================================================================//
+
+#ifndef DETAILOBJECTS_H
+#define DETAILOBJECTS_H
+#ifdef _WIN32
+#pragma once
+#endif
+
+#include "mathlib/mathlib.h"
+#include "datamap.h"
+#include "bspfile.h"
+#include "builddisp.h"
+#include "mapface.h"
+#include "mapdisp.h"
+#include "utlsymbol.h"
+#include "sprite.h"
+#include "studiomodel.h"
+
+//=============================================================================
+// DetailObjects:: class
+//=============================================================================
+
+class DetailObjects : public CMapPoint
+{
+// Comparators Functions for initialized member lists
+
+ // Error checking.. make sure the model is valid + is a static prop
+ struct StaticPropLookup_t
+ {
+ CUtlSymbol m_ModelName;
+ bool m_IsValid;
+ };
+
+ // Comparator for static property sorting
+
+ static bool StaticLess( StaticPropLookup_t const& src1, StaticPropLookup_t const& src2 )
+ {
+ return src1.m_ModelName < src2.m_ModelName;
+ }
+
+//-----------------------------------------------------------------------------
+// Contructors / Destructors
+//-----------------------------------------------------------------------------
+public:
+ DetailObjects() {}
+ ~DetailObjects();
+
+//-----------------------------------------------------------------------------
+// Internal Constants & Data Structures
+//-----------------------------------------------------------------------------
+protected:
+ enum { DETAIL_NAME_LENGTH = 128 };
+
+ enum DetailPropOrientation_t
+ {
+ DETAIL_PROP_ORIENT_NORMAL = 0,
+ DETAIL_PROP_ORIENT_SCREEN_ALIGNED,
+ DETAIL_PROP_ORIENT_SCREEN_ALIGNED_VERTICAL,
+ };
+
+ // NOTE: If DetailPropType_t enum changes, change CDetailModel::QuadsToDraw
+ // in detailobjectsystem.cpp
+ enum DetailPropType_t
+ {
+ DETAIL_PROP_TYPE_MODEL = 0,
+ DETAIL_PROP_TYPE_SPRITE,
+ DETAIL_PROP_TYPE_SHAPE_CROSS,
+ DETAIL_PROP_TYPE_SHAPE_TRI,
+ };
+
+ // Information about particular detail object types
+ enum
+ {
+ MODELFLAG_UPRIGHT = 0x1,
+ };
+
+ class DetailModel_t
+ {
+ public:
+ DetailModel_t();
+ CUtlSymbol m_ModelName;
+ float m_Amount;
+ float m_MinCosAngle;
+ float m_MaxCosAngle;
+ int m_Flags;
+ int m_Orientation;
+ int m_Type;
+ Vector2D m_Pos[2];
+ Vector2D m_Tex[2];
+ float m_flRandomScaleStdDev;
+ unsigned char m_ShapeSize;
+ unsigned char m_ShapeAngle;
+ unsigned char m_SwayAmount;
+ };
+
+ struct DetailObjectGroup_t
+ {
+ float m_Alpha;
+ CUtlVector< DetailModel_t > m_Models;
+ };
+
+ struct DetailObject_t
+ {
+ CUtlSymbol m_Name;
+ float m_Density;
+ CUtlVector< DetailObjectGroup_t > m_Groups;
+
+ bool operator==(const DetailObject_t& src ) const
+ {
+ return src.m_Name == m_Name;
+ }
+ };
+
+
+//-----------------------------------------------------------------------------
+// Publically callable interfaces
+//-----------------------------------------------------------------------------
+public:
+ static void LoadEmitDetailObjectDictionary( char const* pGameDir );
+ static void BuildAnyDetailObjects(CMapFace *);
+ static void EnableBuildDetailObjects( bool bBuild ); // This is used to delay building detail objects until the
+ // end of the map load. Prevents it from generating the
+ // detail objects 3x more often than necessary.
+
+ void Render3D( CRender3D* pRender );
+ bool ShouldRenderLast(void);
+
+//-----------------------------------------------------------------------------
+// Internal Helper Functions
+//-----------------------------------------------------------------------------
+protected:
+ static const char *FindDetailVBSPName( void );
+ static void ParseDetailObjectFile( KeyValues& keyValues );
+ static void ParseDetailGroup( int detailId, KeyValues* pGroupKeyValues );
+
+ bool LoadStudioModel( char const* pFileName, char const* pEntityType, CUtlBuffer& buf );
+ float ComputeDisplacementFaceArea( CMapFace *pMapFace );
+ int SelectGroup( const DetailObject_t& detail, float alpha );
+ int SelectDetail( DetailObjectGroup_t const& group );
+ void PlaceDetail( DetailModel_t const& model, const Vector& pt, const Vector& normal );
+ void EmitDetailObjectsOnFace( CMapFace *pMapFace, DetailObject_t& detail );
+ void EmitDetailObjectsOnDisplacementFace( CMapFace *pMapFace, DetailObject_t& detail );
+
+ void AddDetailSpriteToFace( const Vector &vecOrigin, const QAngle &vecAngles, DetailModel_t const& model, float flScale );
+ void AddDetailModelToFace( const char* pModelName, const Vector& pt, const QAngle& angles, int nOrientation );
+
+
+
+//-----------------------------------------------------------------------------
+// Protected Data Members
+//-----------------------------------------------------------------------------
+
+ static CUtlVector<DetailObject_t> s_DetailObjectDict; // static members?
+ static bool s_bBuildDetailObjects;
+
+ CUtlVector<CSpriteModel *> m_DetailSprites;
+ CUtlVector<StudioModel *> m_DetailModels;
+};
+
+#endif // DETAILOBJECTS_H