netradiant-custom/contrib/bobtoolz/DEntity.h
2021-10-22 02:19:50 +03:00

119 lines
3.6 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
*/
// DEntity.h: interface for the DEntity class.
//
//////////////////////////////////////////////////////////////////////
#pragma once
#include <list>
#include "str.h"
#include "mathlib.h"
class DEPair;
class DBrush;
class DPlane;
class DPatch;
class Entity;
namespace scene
{
class Node;
}
class _QERFaceData;
class DEntity
{
public:
void RemoveFromRadiant();
scene::Node* QER_Entity;
int m_nID;
// Constrcution/Destruction
DEntity( const char* classname = "worldspawn", int ID = -1 ); // sets classname
virtual ~DEntity();
// ---------------------------------------------
// epair functions........
void LoadEPairList( Entity* epl );
void AddEPair( const char* key, const char* value );
void ClearEPairs();
DEPair* FindEPairByKey( const char* keyname );
// ---------------------------------------------
// random functions........
bool ResetTextures( const char* textureName, float fScale[2], float fShift[2], int rotation, const char* newTextureName, int bResetTextureName, int bResetScale[2], int bResetShift[2], int bResetRotation, bool rebuild );
void SaveToFile( FILE* pFile );
void SetClassname( const char* classname );
int GetIDMax();
void BuildInRadiant( bool allowDestruction );
void ResetChecks( std::list<Str>* exclusionList );
void RemoveNonCheckBrushes( std::list<Str>* exclusionList, bool useDetail );
DPlane* AddFaceToBrush( vec3_t va, vec3_t vb, vec3_t vc, _QERFaceData* faceData, int ID ); // slow, try not to use much
int GetBrushCount( void );
DBrush* FindBrushByPointer( scene::Node& brush );
// ---------------------------------------------
// bool list functions
void SelectBrushes( bool* selectList );
bool* BuildDuplicateList();
bool* BuildIntersectList();
// ---------------------------------------------
// brush operations
void ClearBrushes(); // clears brush list and frees memory for brushes
DBrush* GetBrushForID( int ID );
DBrush* NewBrush( int ID = -1 );
// ---------------------------------------------
// patch operations
void ClearPatches();
DPatch* NewPatch();
// ---------------------------------------------
// vars
std::list<DEPair*> epairList;
std::list<DBrush*> brushList;
// new patches, wahey!!!
std::list<DPatch*> patchList;
Str m_Classname;
// ---------------------------------------------
int FixBrushes();
bool LoadFromEntity( scene::Node& ent, bool bLoadPatches = false );
void LoadSelectedBrushes();
void LoadSelectedPatches();
bool LoadFromPrt( char* filename );
// ---------------------------------------------
void SpawnString( const char* key, const char* defaultstring, const char** out );
void SpawnInt( const char* key, const char* defaultstring, int* out );
void SpawnFloat( const char* key, const char* defaultstring, float* out );
void SpawnVector( const char* key, const char* defaultstring, vec_t* out );
};