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uEditorTypes.pas
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77 lines (59 loc) · 1.88 KB
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unit uEditorTypes;
interface
uses Engine.UnCamera;
const
MAXVERTICES = 12; // Max vertices per polygon
MAXBRUSHPOLYS = 250; // Max polys per brush
SHOW_NORMAL = SHOW_FRAME + SHOW_ACTORS + SHOW_BRUSH;
SHOW_FREE = SHOW_FRAME + SHOW_ACTORS + SHOW_MENU + SHOW_BACKDROP;
type
// Òèï äëÿ âåêòîðà ñ ïëàâàþùåé òî÷êîé
TFVector = record
X: Single;
Y: Single;
Z: Single;
end;
// Òèï äëÿ ïîëèãîíà áðàøà
TBuildBrushPoly = record
Origin: TFVector; // Origin.X=Maxword means unspecified
Normal: TFVector; // X=Maxword means unspecified
TextureU: TFVector; // X=Maxword means unspecified
TextureV: TFVector; // X=Maxword means unspecified
NumVertices: Integer; // Ìîæåò áûòü ðàâíî 0
Vertex: array[0..MAXVERTICES] of TFVector;
Flags: Longint; // Ïî óìîë÷àíèþ ðàâíî íóëþ
Group: string; // Ìîæåò áûòü ïóñòûì
Item: string; // Ìîæåò áûòü ïóñòûì
end;
TBuildBrush = record
NumPolys: Integer;
Polys: array[1..MAXBRUSHPOLYS] of TBuildBrushPoly;
end;
TBuildOptions = record // save/restore build options
// Geometry and BSP
bRebuildGeometry: Boolean;
bRebuildBSP: Boolean;
OptimizationLevel: Integer; // 0 = Lame, 1 = Good, 2 = Optimal
bOptimizeGeometry: Boolean;
bBuildVisZones: Boolean;
TreeCutsValue: Integer;
// Lighting
bRebuildLighting: Boolean;
bApplySelectedLights: Boolean;
// AI Paths
bDefinePaths: Boolean;
end;
const DefaultBuiltOptions: TBuildOptions = // defaults
(
bRebuildGeometry: True;
bRebuildBSP: True;
OptimizationLevel: 1; // Good
bOptimizeGeometry: True;
bBuildVisZones: True;
TreeCutsValue: 15;
bRebuildLighting: True;
bApplySelectedLights: False;
bDefinePaths: False;
);
implementation
end.