mirror of
https://github.com/blendogames/quadrilateralcowboy.git
synced 2024-11-27 22:32:11 +00:00
231 lines
8.2 KiB
C++
231 lines
8.2 KiB
C++
/*
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===========================================================================
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Doom 3 GPL Source Code
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Copyright (C) 1999-2011 id Software LLC, a ZeniMax Media company.
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This file is part of the Doom 3 GPL Source Code (?Doom 3 Source Code?).
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Doom 3 Source Code is free software: you can redistribute it and/or modify
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it under the terms of the GNU General Public License as published by
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the Free Software Foundation, either version 3 of the License, or
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(at your option) any later version.
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Doom 3 Source Code is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with Doom 3 Source Code. If not, see <http://www.gnu.org/licenses/>.
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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.
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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.
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===========================================================================
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*/
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#ifndef __BRUSH_H__
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#define __BRUSH_H__
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/*
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===============================================================================
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Brushes
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===============================================================================
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*/
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#define BRUSH_PLANESIDE_FRONT 1
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#define BRUSH_PLANESIDE_BACK 2
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#define BRUSH_PLANESIDE_BOTH ( BRUSH_PLANESIDE_FRONT | BRUSH_PLANESIDE_BACK )
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#define BRUSH_PLANESIDE_FACING 4
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class idBrush;
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class idBrushList;
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void DisplayRealTimeString( char *string, ... ) id_attribute((format(printf,1,2)));
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//===============================================================
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//
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// idBrushSide
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//
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//===============================================================
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#define SFL_SPLIT 0x0001
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#define SFL_BEVEL 0x0002
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#define SFL_USED_SPLITTER 0x0004
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#define SFL_TESTED_SPLITTER 0x0008
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class idBrushSide {
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friend class idBrush;
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public:
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idBrushSide( void );
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idBrushSide( const idPlane &plane, int planeNum );
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~idBrushSide( void );
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int GetFlags( void ) const { return flags; }
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void SetFlag( int flag ) { flags |= flag; }
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void RemoveFlag( int flag ) { flags &= ~flag; }
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const idPlane & GetPlane( void ) const { return plane; }
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void SetPlaneNum( int num ) { planeNum = num; }
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int GetPlaneNum( void ) { return planeNum; }
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const idWinding * GetWinding( void ) const { return winding; }
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idBrushSide * Copy( void ) const;
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int Split( const idPlane &splitPlane, idBrushSide **front, idBrushSide **back ) const;
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private:
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int flags;
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int planeNum;
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idPlane plane;
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idWinding * winding;
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};
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//===============================================================
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//
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// idBrush
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//
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//===============================================================
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#define BFL_NO_VALID_SPLITTERS 0x0001
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class idBrush {
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friend class idBrushList;
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public:
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idBrush( void );
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~idBrush( void );
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int GetFlags( void ) const { return flags; }
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void SetFlag( int flag ) { flags |= flag; }
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void RemoveFlag( int flag ) { flags &= ~flag; }
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void SetEntityNum( int num ) { entityNum = num; }
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void SetPrimitiveNum( int num ) { primitiveNum = num; }
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void SetContents( int contents ) { this->contents = contents; }
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int GetContents( void ) const { return contents; }
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const idBounds & GetBounds( void ) const { return bounds; }
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float GetVolume( void ) const;
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int GetNumSides( void ) const { return sides.Num(); }
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idBrushSide * GetSide( int i ) const { return sides[i]; }
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void SetPlaneSide( int s ) { planeSide = s; }
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void SavePlaneSide( void ) { savedPlaneSide = planeSide; }
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int GetSavedPlaneSide( void ) const { return savedPlaneSide; }
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bool FromSides( idList<idBrushSide *> &sideList );
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bool FromWinding( const idWinding &w, const idPlane &windingPlane );
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bool FromBounds( const idBounds &bounds );
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void Transform( const idVec3 &origin, const idMat3 &axis );
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idBrush * Copy( void ) const;
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bool TryMerge( const idBrush *brush, const idPlaneSet &planeList );
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// returns true if the brushes did intersect
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bool Subtract( const idBrush *b, idBrushList &list ) const;
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// split the brush into a front and back brush
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int Split( const idPlane &plane, int planeNum, idBrush **front, idBrush **back ) const;
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// expand the brush for an axial bounding box
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void ExpandForAxialBox( const idBounds &bounds );
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// next brush in list
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idBrush * Next( void ) const { return next; }
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private:
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mutable idBrush * next; // next brush in list
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int entityNum; // entity number in editor
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int primitiveNum; // primitive number in editor
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int flags; // brush flags
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bool windingsValid; // set when side windings are valid
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int contents; // contents of brush
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int planeSide; // side of a plane this brush is on
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int savedPlaneSide; // saved plane side
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idBounds bounds; // brush bounds
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idList<idBrushSide *> sides; // list with sides
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private:
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bool CreateWindings( void );
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void BoundBrush( const idBrush *original = NULL );
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void AddBevelsForAxialBox( void );
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bool RemoveSidesWithoutWinding( void );
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};
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//===============================================================
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//
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// idBrushList
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//
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//===============================================================
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class idBrushList {
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public:
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idBrushList( void );
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~idBrushList( void );
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int Num( void ) const { return numBrushes; }
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int NumSides( void ) const { return numBrushSides; }
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idBrush * Head( void ) const { return head; }
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idBrush * Tail( void ) const { return tail; }
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void Clear( void ) { head = tail = NULL; numBrushes = 0; }
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bool IsEmpty( void ) const { return (numBrushes == 0); }
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idBounds GetBounds( void ) const;
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// add brush to the tail of the list
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void AddToTail( idBrush *brush );
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// add list to the tail of the list
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void AddToTail( idBrushList &list );
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// add brush to the front of the list
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void AddToFront( idBrush *brush );
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// add list to the front of the list
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void AddToFront( idBrushList &list );
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// remove the brush from the list
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void Remove( idBrush *brush );
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// remove the brush from the list and delete the brush
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void Delete( idBrush *brush);
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// returns a copy of the brush list
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idBrushList * Copy( void ) const;
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// delete all brushes in the list
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void Free( void );
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// split the brushes in the list into two lists
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void Split( const idPlane &plane, int planeNum, idBrushList &frontList, idBrushList &backList, bool useBrushSavedPlaneSide = false );
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// chop away all brush overlap
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void Chop( bool (*ChopAllowed)( idBrush *b1, idBrush *b2 ) );
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// merge brushes
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void Merge( bool (*MergeAllowed)( idBrush *b1, idBrush *b2 ) );
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// set the given flag on all brush sides facing the plane
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void SetFlagOnFacingBrushSides( const idPlane &plane, int flag );
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// get a list with planes for all brushes in the list
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void CreatePlaneList( idPlaneSet &planeList ) const;
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// write a brush map with the brushes in the list
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void WriteBrushMap( const idStr &fileName, const idStr &ext ) const;
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private:
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idBrush * head;
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idBrush * tail;
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int numBrushes;
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int numBrushSides;
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};
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//===============================================================
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//
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// idBrushMap
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//
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//===============================================================
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class idBrushMap {
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public:
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idBrushMap( const idStr &fileName, const idStr &ext );
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~idBrushMap( void );
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void SetTexture( const idStr &textureName ) { texture = textureName; }
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void WriteBrush( const idBrush *brush );
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void WriteBrushList( const idBrushList &brushList );
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private:
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idFile * fp;
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idStr texture;
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int brushCount;
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};
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#endif /* !__BRUSH_H__ */
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