code fixes Radiant: binds... * m1x2 on clipper point = do clip menus... * misc->colors->opengl font selector misc... * calculate farplane from g_MaxWorldCoord, g_MinWorldCoord (was const 32768) * 1.0f nearplane * numerous code fixes
169 lines
4.5 KiB
C++
169 lines
4.5 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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m_nNextEntity = 1;
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AddEntity( "worldspawn", 0 );
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}
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DMap::~DMap(){
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ClearEntities();
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}
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DEntity* DMap::AddEntity( const char *classname, int ID ){
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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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}
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else{
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newEntity = new DEntity( classname, ID );
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}
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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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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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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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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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}
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return findEntity;
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}
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DEntity* DMap::GetWorldSpawn(){
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return GetEntityForID( 0 );
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}
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void DMap::BuildInRadiant( bool bAllowDestruction ){
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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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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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bool pre( scene::Node& node ) const {
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if ( Node_isEntity( node ) ) {
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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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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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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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}
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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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}
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void DMap::RebuildEntity( DEntity *ent ){
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ent->RemoveFromRadiant();
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ent->BuildInRadiant( false );
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}
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