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Editor/Objects/Building.h
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163
Editor/Objects/Building.h
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////////////////////////////////////////////////////////////////////////////
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//
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// Crytek Engine Source File.
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// Copyright (C), Crytek Studios, 2001.
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// -------------------------------------------------------------------------
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// File name: Building.h
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// Version: v1.00
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// Created: 10/10/2001 by Timur.
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// Compilers: Visual C++ 6.0
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// Description: StaticObject object definition.
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// -------------------------------------------------------------------------
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// History:
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//
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////////////////////////////////////////////////////////////////////////////
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#ifndef __Building_h__
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#define __Building_h__
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#if _MSC_VER > 1000
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#pragma once
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#endif
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#include "Group.h"
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/*!
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* CBuilding is an building on the terrain.
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*
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*/
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class CBuilding : public CGroup
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{
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public:
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DECLARE_DYNCREATE(CBuilding)
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//////////////////////////////////////////////////////////////////////////
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// Ovverides from CBaseObject.
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//////////////////////////////////////////////////////////////////////////
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bool Init( IEditor *ie,CBaseObject *prev,const CString &file );
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void Done();
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void Display( DisplayContext &disp );
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void SetPos( const Vec3d &pos );
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void SetAngles( const Vec3d &angles );
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void SetScale( const Vec3d &scale );
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void BeginEditParams( IEditor *ie,int flags );
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void EndEditParams( IEditor *ie );
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void GetBoundBox( BBox &box );
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bool HitTest( HitContext &hc );
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void UpdateVisibility( bool visible );
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void InvalidateTM();
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void OnEvent( ObjectEvent event );
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void Serialize( CObjectArchive &ar );
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XmlNodeRef Export( const CString &levelPath,XmlNodeRef &xmlNode );
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//////////////////////////////////////////////////////////////////////////
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// Building interface.
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//! Load Building file and make indoor building representation.
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void LoadBuilding( const CString &object,bool bForceReload=false );
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//! Release Indoor building in engine.
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void ReleaseBuilding();
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//! Get object name by index.
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const CString& GetObjectName() const { return m_objectName; }
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int GetBuildingId() { return m_buildingId; };
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//! Return true if building in Indoor Engine is correctly initialized.
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//! And building id reference valid id.
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bool ValidBuildingId( int id ) { return id >= 0; };
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//! Returns number of sectors in the building.
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int GetNumSectors() const { return m_sectorHidden.size(); };
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//! Hides or shows specified sector.
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void HideSector( int index,bool bHide );
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// Returns true if specified sector is hidden.
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bool IsSectorHidden( int index ) const;
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//! Set wireframe rending mode.
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void SetWireframe( bool bEnable );
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//! Check if rendered in wireframe.
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bool IsWireframe() const;
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//////////////////////////////////////////////////////////////////////////
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// Building Helpers.
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//////////////////////////////////////////////////////////////////////////
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//! This structure is a single instance of helper in building.
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struct ObjectHelper
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{
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CString name;
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CString className;
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Vec3 pos;
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Vec3 angles;
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CBaseObject *object;
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ObjectHelper() { object = 0; };
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};
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std::vector<ObjectHelper>& GetHelpers() { return m_helpers; };
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void SpawnEntities();
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void BindToHelper( int helperIndex,CBaseObject *obj );
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void UnbindHelper( int helperIndex );
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void UnbindAllHelpers();
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void SetPortals( bool enable );
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bool IsPortals() const { return m_portals; };
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protected:
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//! Dtor must be protected.
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CBuilding();
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void SerializeHelpers( CObjectArchive &ar );
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void ResolveHelper( CBaseObject *object,uint helperIndex );
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void OnHelperEvent( CBaseObject *object,int event );
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struct IIndoorBase* GetBuildMgr();
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// Ovverides from CBaseObject.
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void DeleteThis() { delete this; };
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//! Calculate bounding box of building.
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virtual void CalcBoundBox();
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IEditor* m_ie;
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CString m_objectName;
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int m_buildingId;
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int m_numSectors;
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//! When true building displayed in wireframe.
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bool m_wireFrame;
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//! When true building rendered with portals.
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static bool m_portals;
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std::vector<ObjectHelper> m_helpers;
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std::vector<bool> m_sectorHidden;
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static int m_rollupId;
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static class CBuildingPanel* m_panel;
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};
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/*!
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* Class Description of Building
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*/
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class CBuildingClassDesc : public CObjectClassDesc
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{
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public:
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REFGUID ClassID()
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{
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// {5237F903-CF62-48de-979A-20C4E989D22D}
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static const GUID guid = { 0x5237f903, 0xcf62, 0x48de, { 0x97, 0x9a, 0x20, 0xc4, 0xe9, 0x89, 0xd2, 0x2d } };
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return guid;
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}
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void Release() { delete this; }
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ObjectType GetObjectType() { return OBJTYPE_BUILDING; };
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const char* ClassName() { return "StdBuilding"; };
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const char* Category() { return ""; };
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CRuntimeClass* GetRuntimeClass() { return RUNTIME_CLASS(CBuilding); };
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const char* GetFileSpec() { return "Objects\\Buildings\\*.bld"; };
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};
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#endif // __Building_h__
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