mirror of
https://github.com/UberGames/GtkRadiant.git
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6ee91d153e
git-svn-id: svn://svn.icculus.org/gtkradiant/GtkRadiant/trunk@44 8a3a26a2-13c4-0310-b231-cf6edde360e5
178 lines
4.4 KiB
C++
178 lines
4.4 KiB
C++
/*
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BobToolz plugin for GtkRadiant
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Copyright (C) 2001 Gordon Biggans
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This library is free software; you can redistribute it and/or
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modify it under the terms of the GNU Lesser General Public
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License as published by the Free Software Foundation; either
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version 2.1 of the License, or (at your option) any later version.
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This library 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 GNU
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Lesser General Public License for more details.
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You should have received a copy of the GNU Lesser General Public
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License along with this library; if not, write to the Free Software
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Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
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*/
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// DMap.cpp: implementation of the DMap class.
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//
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//////////////////////////////////////////////////////////////////////
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#include "DMap.h"
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#include "str.h"
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#include <list>
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#include "DPoint.h"
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#include "DPlane.h"
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#include "DBrush.h"
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#include "DEPair.h"
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#include "DPatch.h"
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#include "DEntity.h"
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#include "iundo.h"
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#include "generic/referencecounted.h"
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#include <vector>
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#include <list>
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#include <map>
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#include <algorithm>
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#include "scenelib.h"
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//////////////////////////////////////////////////////////////////////
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// Construction/Destruction
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//////////////////////////////////////////////////////////////////////
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DMap::DMap()
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{
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m_nNextEntity = 1;
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AddEntity("worldspawn", 0);
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}
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DMap::~DMap()
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{
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ClearEntities();
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}
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DEntity* DMap::AddEntity(char *classname, int ID)
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{
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DEntity* newEntity;
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if(ID == -1)
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newEntity = new DEntity(classname, m_nNextEntity++);
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else
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newEntity = new DEntity(classname, ID);
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entityList.push_back(newEntity);
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return newEntity;
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}
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void DMap::ClearEntities()
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{
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m_nNextEntity = 1;
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for(std::list<DEntity *>::const_iterator deadEntity=entityList.begin(); deadEntity!=entityList.end(); deadEntity++)
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delete *deadEntity;
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entityList.clear();
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}
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DEntity* DMap::GetEntityForID(int ID)
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{
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DEntity* findEntity = NULL;
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for(std::list<DEntity *>::const_iterator chkEntity=entityList.begin(); chkEntity!=entityList.end(); chkEntity++)
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{
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if((*chkEntity)->m_nID == ID)
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{
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findEntity = (*chkEntity);
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break;
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}
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}
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if(!findEntity)
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findEntity = AddEntity("worldspawn", ID);
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return findEntity;
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}
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DEntity* DMap::GetWorldSpawn()
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{
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return GetEntityForID(0);
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}
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void DMap::BuildInRadiant(bool bAllowDestruction)
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{
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for(std::list<DEntity *>::const_iterator buildEntity=entityList.begin(); buildEntity!=entityList.end(); buildEntity++)
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(*buildEntity)->BuildInRadiant(bAllowDestruction);
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}
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void DMap::LoadAll(bool bLoadPatches)
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{
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ClearEntities();
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GlobalSelectionSystem().setSelectedAll(false);
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class load_entities_t : public scene::Traversable::Walker
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{
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DMap* m_map;
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bool m_bLoadPatches;
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public:
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load_entities_t(DMap* map, bool bLoadPatches)
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: m_map(map), m_bLoadPatches(bLoadPatches)
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{
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}
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bool pre(scene::Node& node) const
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{
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if(Node_isEntity(node))
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{
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DEntity* loadEntity = m_map->AddEntity("", 0);
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loadEntity->LoadFromEntity(node, m_bLoadPatches);
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}
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return false;
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}
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} load_entities(this, bLoadPatches);
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Node_getTraversable(GlobalSceneGraph().root())->traverse(load_entities);
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}
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int DMap::FixBrushes()
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{
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int count = 0;
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for(std::list<DEntity *>::const_iterator fixEntity=entityList.begin(); fixEntity!=entityList.end(); fixEntity++)
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{
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count += (*fixEntity)->FixBrushes();
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}
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return count;
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}
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void DMap::ResetTextures( const char* textureName, float fScale[2], float fShift[2], int rotation, const char* newTextureName,
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int bResetTextureName, int bResetScale[2], int bResetShift[2], int bResetRotation)
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{
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for(std::list<DEntity *>::const_iterator texEntity=entityList.begin(); texEntity!=entityList.end(); texEntity++)
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{
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if(string_equal_nocase("worldspawn", (*texEntity)->m_Classname))
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(*texEntity)->ResetTextures(textureName, fScale, fShift, rotation, newTextureName,
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bResetTextureName, bResetScale, bResetShift, bResetRotation, true);
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else
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{
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if((*texEntity)->ResetTextures( textureName, fScale, fShift, rotation, newTextureName,
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bResetTextureName, bResetScale, bResetShift, bResetRotation, false))
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RebuildEntity(*texEntity);
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}
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}
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}
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void DMap::RebuildEntity(DEntity *ent)
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{
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ent->RemoveFromRadiant();
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ent->BuildInRadiant(false);
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}
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