netradiant-custom/contrib/bobtoolz/DMap.cpp
Garux dea7800d3c bobToolz: load all group entities, was hardcoded list of them
fix crash in DEntity::SelectBrushes after DEntity::LoadSelectedBrushes (which may load brushes from other entities)
generalize loading options; fix ignored loadPatches option; use only visible brushes in Find Duplicates
2023-09-04 06:38:59 +06:00

168 lines
4.1 KiB
C++

/*
BobToolz plugin for GtkRadiant
Copyright (C) 2001 Gordon Biggans
This library is free software; you can redistribute it and/or
modify it under the terms of the GNU Lesser General Public
License as published by the Free Software Foundation; either
version 2.1 of the License, or (at your option) any later version.
This library is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
Lesser General Public License for more details.
You should have received a copy of the GNU Lesser General Public
License along with this library; if not, write to the Free Software
Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
*/
// DMap.cpp: implementation of the DMap class.
//
//////////////////////////////////////////////////////////////////////
#include "DMap.h"
#include "str.h"
#include <list>
#include "DPoint.h"
#include "DPlane.h"
#include "DBrush.h"
#include "DEPair.h"
#include "DPatch.h"
#include "DEntity.h"
#include "iundo.h"
#include "generic/referencecounted.h"
#include <vector>
#include <list>
#include <map>
#include <algorithm>
#include "scenelib.h"
//////////////////////////////////////////////////////////////////////
// Construction/Destruction
//////////////////////////////////////////////////////////////////////
DMap::DMap(){
m_nNextEntity = 1;
AddEntity( "worldspawn", 0 );
}
DMap::~DMap(){
ClearEntities();
}
DEntity* DMap::AddEntity( const char *classname, int ID ){
DEntity* newEntity;
if ( ID == -1 ) {
newEntity = new DEntity( classname, m_nNextEntity++ );
}
else{
newEntity = new DEntity( classname, ID );
}
entityList.push_back( newEntity );
return newEntity;
}
void DMap::ClearEntities(){
m_nNextEntity = 1;
for ( DEntity *entity : entityList )
delete entity;
entityList.clear();
}
DEntity* DMap::GetEntityForID( int ID ){
DEntity* findEntity = NULL;
for ( DEntity *entity : entityList )
{
if ( entity->m_nID == ID ) {
findEntity = entity;
break;
}
}
if ( !findEntity ) {
findEntity = AddEntity( "worldspawn", ID );
}
return findEntity;
}
DEntity* DMap::GetWorldSpawn(){
return GetEntityForID( 0 );
}
void DMap::BuildInRadiant( bool bAllowDestruction ){
for ( DEntity *entity : entityList )
entity->BuildInRadiant( bAllowDestruction );
}
void DMap::LoadAll( const LoadOptions options ){
ClearEntities();
GlobalSelectionSystem().setSelectedAll( false );
class load_entities_t : public scene::Traversable::Walker
{
DMap* m_map;
const LoadOptions m_options;
public:
load_entities_t( DMap* map, const LoadOptions options )
: m_map( map ), m_options( options ){
}
bool pre( scene::Node& node ) const {
if ( Node_isEntity( node ) && !( m_options.loadVisibleOnly && !node.visible() ) ) {
m_map->AddEntity( "", 0 )->LoadFromEntity( node, m_options );
}
return false;
}
} load_entities( this, options );
Node_getTraversable( GlobalSceneGraph().root() )->traverse( load_entities );
}
int DMap::FixBrushes(){
int count = 0;
for ( DEntity *entity : entityList )
{
count += entity->FixBrushes();
}
return count;
}
void DMap::ResetTextures( const char* textureName, float fScale[2], float fShift[2], int rotation, const char* newTextureName,
bool bResetTextureName, bool bResetScale[2], bool bResetShift[2], bool bResetRotation ){
for ( DEntity *entity : entityList )
{
if ( string_equal_nocase( "worldspawn", entity->m_Classname ) ) {
entity->ResetTextures( textureName, fScale, fShift, rotation, newTextureName,
bResetTextureName, bResetScale, bResetShift, bResetRotation, true );
}
else
{
if ( entity->ResetTextures( textureName, fScale, fShift, rotation, newTextureName,
bResetTextureName, bResetScale, bResetShift, bResetRotation, false ) ) {
RebuildEntity( entity );
}
}
}
}
void DMap::RebuildEntity( DEntity *ent ){
ent->RemoveFromRadiant();
ent->BuildInRadiant( false );
}