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736ec20d4d
Don't include the lazy precompiled.h everywhere, only what's required for the compilation unit. platform.h needs to be included instead to provide all essential defines and types. All includes use the relative path to the neo or the game specific root. Move all idlib related includes from idlib/Lib.h to precompiled.h. precompiled.h still exists for the MFC stuff in tools/. Add some missing header guards.
234 lines
8.2 KiB
C++
234 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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#include "idlib/containers/PlaneSet.h"
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#include "idlib/geometry/Winding.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( const 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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