//========= Copyright Valve Corporation, All rights reserved. ============// // // Purpose: // //=============================================================================// #ifndef DETAILOBJECTS_H #define DETAILOBJECTS_H #ifdef _WIN32 #pragma once #endif #include "mathlib/mathlib.h" #include "datamap.h" #include "bspfile.h" #include "builddisp.h" #include "mapface.h" #include "mapdisp.h" #include "utlsymbol.h" #include "sprite.h" #include "studiomodel.h" //============================================================================= // DetailObjects:: class //============================================================================= class DetailObjects : public CMapPoint { // Comparators Functions for initialized member lists // Error checking.. make sure the model is valid + is a static prop struct StaticPropLookup_t { CUtlSymbol m_ModelName; bool m_IsValid; }; // Comparator for static property sorting static bool StaticLess( StaticPropLookup_t const& src1, StaticPropLookup_t const& src2 ) { return src1.m_ModelName < src2.m_ModelName; } //----------------------------------------------------------------------------- // Contructors / Destructors //----------------------------------------------------------------------------- public: DetailObjects() {} ~DetailObjects(); //----------------------------------------------------------------------------- // Internal Constants & Data Structures //----------------------------------------------------------------------------- protected: enum { DETAIL_NAME_LENGTH = 128 }; enum DetailPropOrientation_t { DETAIL_PROP_ORIENT_NORMAL = 0, DETAIL_PROP_ORIENT_SCREEN_ALIGNED, DETAIL_PROP_ORIENT_SCREEN_ALIGNED_VERTICAL, }; // NOTE: If DetailPropType_t enum changes, change CDetailModel::QuadsToDraw // in detailobjectsystem.cpp enum DetailPropType_t { DETAIL_PROP_TYPE_MODEL = 0, DETAIL_PROP_TYPE_SPRITE, DETAIL_PROP_TYPE_SHAPE_CROSS, DETAIL_PROP_TYPE_SHAPE_TRI, }; // Information about particular detail object types enum { MODELFLAG_UPRIGHT = 0x1, }; class DetailModel_t { public: DetailModel_t(); CUtlSymbol m_ModelName; float m_Amount; float m_MinCosAngle; float m_MaxCosAngle; int m_Flags; int m_Orientation; int m_Type; Vector2D m_Pos[2]; Vector2D m_Tex[2]; float m_flRandomScaleStdDev; unsigned char m_ShapeSize; unsigned char m_ShapeAngle; unsigned char m_SwayAmount; }; struct DetailObjectGroup_t { float m_Alpha; CUtlVector< DetailModel_t > m_Models; }; struct DetailObject_t { CUtlSymbol m_Name; float m_Density; CUtlVector< DetailObjectGroup_t > m_Groups; bool operator==(const DetailObject_t& src ) const { return src.m_Name == m_Name; } }; //----------------------------------------------------------------------------- // Publically callable interfaces //----------------------------------------------------------------------------- public: static void LoadEmitDetailObjectDictionary( char const* pGameDir ); static void BuildAnyDetailObjects(CMapFace *); static void EnableBuildDetailObjects( bool bBuild ); // This is used to delay building detail objects until the // end of the map load. Prevents it from generating the // detail objects 3x more often than necessary. void Render3D( CRender3D* pRender ); bool ShouldRenderLast(void); //----------------------------------------------------------------------------- // Internal Helper Functions //----------------------------------------------------------------------------- protected: static const char *FindDetailVBSPName( void ); static void ParseDetailObjectFile( KeyValues& keyValues ); static void ParseDetailGroup( int detailId, KeyValues* pGroupKeyValues ); bool LoadStudioModel( char const* pFileName, char const* pEntityType, CUtlBuffer& buf ); float ComputeDisplacementFaceArea( CMapFace *pMapFace ); int SelectGroup( const DetailObject_t& detail, float alpha ); int SelectDetail( DetailObjectGroup_t const& group ); void PlaceDetail( DetailModel_t const& model, const Vector& pt, const Vector& normal ); void EmitDetailObjectsOnFace( CMapFace *pMapFace, DetailObject_t& detail ); void EmitDetailObjectsOnDisplacementFace( CMapFace *pMapFace, DetailObject_t& detail ); void AddDetailSpriteToFace( const Vector &vecOrigin, const QAngle &vecAngles, DetailModel_t const& model, float flScale ); void AddDetailModelToFace( const char* pModelName, const Vector& pt, const QAngle& angles, int nOrientation ); //----------------------------------------------------------------------------- // Protected Data Members //----------------------------------------------------------------------------- static CUtlVector s_DetailObjectDict; // static members? static bool s_bBuildDetailObjects; CUtlVector m_DetailSprites; CUtlVector m_DetailModels; }; #endif // DETAILOBJECTS_H