quadrilateralcowboy/tools/compilers/aas/Brush.h

232 lines
8.2 KiB
C++

/*
===========================================================================
Doom 3 GPL Source Code
Copyright (C) 1999-2011 id Software LLC, a ZeniMax Media company.
This file is part of the Doom 3 GPL Source Code (?Doom 3 Source Code?).
Doom 3 Source Code is free software: you can redistribute it and/or modify
it under the terms of the GNU General Public License as published by
the Free Software Foundation, either version 3 of the License, or
(at your option) any later version.
Doom 3 Source Code is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with Doom 3 Source Code. If not, see <http://www.gnu.org/licenses/>.
In addition, the Doom 3 Source Code is also subject to certain additional terms. You should have received a copy of these additional terms immediately following the terms and conditions of the GNU General Public License which accompanied the Doom 3 Source Code. If not, please request a copy in writing from id Software at the address below.
If you have questions concerning this license or the applicable additional terms, you may contact in writing id Software LLC, c/o ZeniMax Media Inc., Suite 120, Rockville, Maryland 20850 USA.
===========================================================================
*/
#ifndef __BRUSH_H__
#define __BRUSH_H__
/*
===============================================================================
Brushes
===============================================================================
*/
#define BRUSH_PLANESIDE_FRONT 1
#define BRUSH_PLANESIDE_BACK 2
#define BRUSH_PLANESIDE_BOTH ( BRUSH_PLANESIDE_FRONT | BRUSH_PLANESIDE_BACK )
#define BRUSH_PLANESIDE_FACING 4
class idBrush;
class idBrushList;
void DisplayRealTimeString( char *string, ... ) id_attribute((format(printf,1,2)));
//===============================================================
//
// idBrushSide
//
//===============================================================
#define SFL_SPLIT 0x0001
#define SFL_BEVEL 0x0002
#define SFL_USED_SPLITTER 0x0004
#define SFL_TESTED_SPLITTER 0x0008
class idBrushSide {
friend class idBrush;
public:
idBrushSide( void );
idBrushSide( const idPlane &plane, int planeNum );
~idBrushSide( void );
int GetFlags( void ) const { return flags; }
void SetFlag( int flag ) { flags |= flag; }
void RemoveFlag( int flag ) { flags &= ~flag; }
const idPlane & GetPlane( void ) const { return plane; }
void SetPlaneNum( int num ) { planeNum = num; }
int GetPlaneNum( void ) { return planeNum; }
const idWinding * GetWinding( void ) const { return winding; }
idBrushSide * Copy( void ) const;
int Split( const idPlane &splitPlane, idBrushSide **front, idBrushSide **back ) const;
private:
int flags;
int planeNum;
idPlane plane;
idWinding * winding;
};
//===============================================================
//
// idBrush
//
//===============================================================
#define BFL_NO_VALID_SPLITTERS 0x0001
class idBrush {
friend class idBrushList;
public:
idBrush( void );
~idBrush( void );
int GetFlags( void ) const { return flags; }
void SetFlag( int flag ) { flags |= flag; }
void RemoveFlag( int flag ) { flags &= ~flag; }
void SetEntityNum( int num ) { entityNum = num; }
void SetPrimitiveNum( int num ) { primitiveNum = num; }
void SetContents( int contents ) { this->contents = contents; }
int GetContents( void ) const { return contents; }
const idBounds & GetBounds( void ) const { return bounds; }
float GetVolume( void ) const;
int GetNumSides( void ) const { return sides.Num(); }
idBrushSide * GetSide( int i ) const { return sides[i]; }
void SetPlaneSide( int s ) { planeSide = s; }
void SavePlaneSide( void ) { savedPlaneSide = planeSide; }
int GetSavedPlaneSide( void ) const { return savedPlaneSide; }
bool FromSides( idList<idBrushSide *> &sideList );
bool FromWinding( const idWinding &w, const idPlane &windingPlane );
bool FromBounds( const idBounds &bounds );
void Transform( const idVec3 &origin, const idMat3 &axis );
idBrush * Copy( void ) const;
bool TryMerge( const idBrush *brush, const idPlaneSet &planeList );
// returns true if the brushes did intersect
bool Subtract( const idBrush *b, idBrushList &list ) const;
// split the brush into a front and back brush
int Split( const idPlane &plane, int planeNum, idBrush **front, idBrush **back ) const;
// expand the brush for an axial bounding box
void ExpandForAxialBox( const idBounds &bounds );
// next brush in list
idBrush * Next( void ) const { return next; }
private:
mutable idBrush * next; // next brush in list
int entityNum; // entity number in editor
int primitiveNum; // primitive number in editor
int flags; // brush flags
bool windingsValid; // set when side windings are valid
int contents; // contents of brush
int planeSide; // side of a plane this brush is on
int savedPlaneSide; // saved plane side
idBounds bounds; // brush bounds
idList<idBrushSide *> sides; // list with sides
private:
bool CreateWindings( void );
void BoundBrush( const idBrush *original = NULL );
void AddBevelsForAxialBox( void );
bool RemoveSidesWithoutWinding( void );
};
//===============================================================
//
// idBrushList
//
//===============================================================
class idBrushList {
public:
idBrushList( void );
~idBrushList( void );
int Num( void ) const { return numBrushes; }
int NumSides( void ) const { return numBrushSides; }
idBrush * Head( void ) const { return head; }
idBrush * Tail( void ) const { return tail; }
void Clear( void ) { head = tail = NULL; numBrushes = 0; }
bool IsEmpty( void ) const { return (numBrushes == 0); }
idBounds GetBounds( void ) const;
// add brush to the tail of the list
void AddToTail( idBrush *brush );
// add list to the tail of the list
void AddToTail( idBrushList &list );
// add brush to the front of the list
void AddToFront( idBrush *brush );
// add list to the front of the list
void AddToFront( idBrushList &list );
// remove the brush from the list
void Remove( idBrush *brush );
// remove the brush from the list and delete the brush
void Delete( idBrush *brush);
// returns a copy of the brush list
idBrushList * Copy( void ) const;
// delete all brushes in the list
void Free( void );
// split the brushes in the list into two lists
void Split( const idPlane &plane, int planeNum, idBrushList &frontList, idBrushList &backList, bool useBrushSavedPlaneSide = false );
// chop away all brush overlap
void Chop( bool (*ChopAllowed)( idBrush *b1, idBrush *b2 ) );
// merge brushes
void Merge( bool (*MergeAllowed)( idBrush *b1, idBrush *b2 ) );
// set the given flag on all brush sides facing the plane
void SetFlagOnFacingBrushSides( const idPlane &plane, int flag );
// get a list with planes for all brushes in the list
void CreatePlaneList( idPlaneSet &planeList ) const;
// write a brush map with the brushes in the list
void WriteBrushMap( const idStr &fileName, const idStr &ext ) const;
private:
idBrush * head;
idBrush * tail;
int numBrushes;
int numBrushSides;
};
//===============================================================
//
// idBrushMap
//
//===============================================================
class idBrushMap {
public:
idBrushMap( const idStr &fileName, const idStr &ext );
~idBrushMap( void );
void SetTexture( const idStr &textureName ) { texture = textureName; }
void WriteBrush( const idBrush *brush );
void WriteBrushList( const idBrushList &brushList );
private:
idFile * fp;
idStr texture;
int brushCount;
};
#endif /* !__BRUSH_H__ */