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//========= Copyright Valve Corporation, All rights reserved. ============//
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//
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// Dme version of a model attachment point
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//
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//=============================================================================
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#include "movieobjects/dmeattachment.h"
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#include "datamodel/dmelementfactoryhelper.h"
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#include "materialsystem/imaterialsystem.h"
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#include "materialsystem/imesh.h"
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#include "tier1/KeyValues.h"
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// memdbgon must be the last include file in a .cpp file!!!
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#include "tier0/memdbgon.h"
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//-----------------------------------------------------------------------------
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// Expose this class to the scene database
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//-----------------------------------------------------------------------------
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IMPLEMENT_ELEMENT_FACTORY( DmeAttachment, CDmeAttachment );
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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void CDmeAttachment::OnConstruction()
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{
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if ( !g_pMaterialSystem )
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return;
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m_bIsRigid.Init( this, "isRigid" );
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m_bIsWorldAligned.Init( this, "isWorldAligned" );
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KeyValues *pVMTKeyValues = new KeyValues( "wireframe" );
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pVMTKeyValues->SetInt( "$vertexcolor", 1 );
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pVMTKeyValues->SetInt( "$ignorez", 0 );
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m_AttachmentMaterial.Init( "__DmeJointMaterial", pVMTKeyValues );
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}
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void CDmeAttachment::OnDestruction()
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{
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if ( !g_pMaterialSystem )
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return;
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m_AttachmentMaterial.Shutdown();
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}
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//-----------------------------------------------------------------------------
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// For rendering joints
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//-----------------------------------------------------------------------------
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#define AXIS_SIZE 6.0f
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//-----------------------------------------------------------------------------
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// Rendering method for the dag
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//-----------------------------------------------------------------------------
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void CDmeAttachment::Draw( const matrix3x4_t &shapeToWorld, CDmeDrawSettings *pDrawSettings /* = NULL */ )
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{
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if ( !g_pMaterialSystem )
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return;
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CMatRenderContextPtr pRenderContext( g_pMaterialSystem );
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pRenderContext->MatrixMode( MATERIAL_MODEL );
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pRenderContext->PushMatrix();
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pRenderContext->LoadMatrix( shapeToWorld );
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pRenderContext->Bind( m_AttachmentMaterial );
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IMesh *pMesh = pRenderContext->GetDynamicMesh( );
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CMeshBuilder meshBuilder;
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meshBuilder.Begin( pMesh, MATERIAL_LINES, 3 );
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meshBuilder.Position3f( 0.0f, 0.0f, 0.0f );
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meshBuilder.Color4ub( 255, 0, 0, 255 );
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meshBuilder.AdvanceVertex();
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meshBuilder.Position3f( AXIS_SIZE, 0.0f, 0.0f );
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meshBuilder.Color4ub( 255, 0, 0, 255 );
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meshBuilder.AdvanceVertex();
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meshBuilder.Position3f( 0.0f, 0.0f, 0.0f );
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meshBuilder.Color4ub( 0, 255, 0, 255 );
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meshBuilder.AdvanceVertex();
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meshBuilder.Position3f( 0.0f, AXIS_SIZE, 0.0f );
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meshBuilder.Color4ub( 0, 255, 0, 255 );
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meshBuilder.AdvanceVertex();
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meshBuilder.Position3f( 0.0f, 0.0f, 0.0f );
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meshBuilder.Color4ub( 0, 0, 255, 255 );
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meshBuilder.AdvanceVertex();
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meshBuilder.Position3f( 0.0f, 0.0f, AXIS_SIZE );
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meshBuilder.Color4ub( 0, 0, 255, 255 );
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meshBuilder.AdvanceVertex();
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meshBuilder.End();
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pMesh->Draw();
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pRenderContext->MatrixMode( MATERIAL_MODEL );
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pRenderContext->PopMatrix();
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}
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