79 lines
2.2 KiB
C++
79 lines
2.2 KiB
C++
//========= Copyright Valve Corporation, All rights reserved. ============//
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//
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//
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//=============================================================================
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#ifndef DISPSHORE_H
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#define DISPSHORE_H
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#pragma once
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#include "MapHelper.h"
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#include "MapFace.h"
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#include "MapOverlay.h"
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#include "MapOverlayTrans.h"
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class CHelperInfo;
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class CMapEntity;
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struct ShoreFaceData_t
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{
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CMapFace *m_pFaces[4]; // The hammer faces the points reside on.
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Vector m_vecPoints[4]; // The shore face points.
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Vector2D m_vecTexCoords[4]; // The shore texture coordinates.
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bool m_bAdjWinding;
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};
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struct ShoreSegment_t
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{
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Vector m_vecPoints[2]; // Shore segment points.
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Vector m_vecNormals[2]; // Shore segment normals.
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Vector2D m_vecTexCoords[4]; // Shore segment texture coordinates.
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EditDispHandle_t m_hDisp; // Displacement the shore segment was created from.
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float m_flWaterZ;
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ShoreFaceData_t m_WorldFace;
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ShoreFaceData_t m_WaterFace;
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// ?
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Vector m_vecCenter;
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unsigned int m_iStartPoint;
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bool m_bTouch;
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bool m_bCreated;
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};
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struct Shoreline_t
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{
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int m_nShorelineId;
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CUtlVector<ShoreSegment_t> m_aSegments; // List of shore segments making up the shore line.
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CUtlVector<int> m_aSortedSegments; // List of shore segments sorted (for connectivity).
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CUtlVector<CMapOverlay> m_aOverlays;
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float m_flLength; // Total length of the shore line.
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ShoreEntityData_t m_ShoreData;
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Shoreline_t();
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~Shoreline_t();
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void AddSegment( Vector &vecPoint0, Vector &vecPoint1, Vector &vecNormal, float flWaterZ, CMapFace *pWaterFace, EditDispHandle_t hDisp );
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};
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class IDispShoreManager
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{
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public:
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virtual bool Init( void ) = 0;
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virtual void Shutdown( void ) = 0;
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// Shoreline management.
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virtual int GetShorelineCount( void ) = 0;
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virtual Shoreline_t *GetShoreline( int nShorelineId ) = 0;
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virtual void AddShoreline( int nShorelineId ) = 0;
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virtual void RemoveShoreline( int nShorelineId ) = 0;
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virtual void BuildShoreline( int nShorelineId, CUtlVector<CMapFace*> &aFaces, CUtlVector<CMapFace*> &aWaterFaces ) = 0;
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virtual void Draw( CRender3D *pRender ) = 0;
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virtual void DebugDraw( CRender3D *pRender ) = 0;
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};
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IDispShoreManager *GetShoreManager( void );
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#endif // DISPSHORE_H
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