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760 lines
22 KiB
C++
760 lines
22 KiB
C++
//========= Copyright Valve Corporation, All rights reserved. ============//
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//
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// Purpose: Places "detail" objects which are client-only renderable things
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//
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// $Revision: $
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// $NoKeywords: $
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//=============================================================================//
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#include "vbsp.h"
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#include "bsplib.h"
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#include "utlvector.h"
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#include "bspfile.h"
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#include "gamebspfile.h"
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#include "VPhysics_Interface.h"
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#include "Studio.h"
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#include "byteswap.h"
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#include "UtlBuffer.h"
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#include "CollisionUtils.h"
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#include <float.h>
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#include "CModel.h"
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#include "PhysDll.h"
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#include "utlsymbol.h"
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#include "tier1/strtools.h"
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#include "KeyValues.h"
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static void SetCurrentModel( studiohdr_t *pStudioHdr );
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static void FreeCurrentModelVertexes();
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IPhysicsCollision *s_pPhysCollision = NULL;
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//-----------------------------------------------------------------------------
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// These puppies are used to construct the game lumps
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//-----------------------------------------------------------------------------
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static CUtlVector<StaticPropDictLump_t> s_StaticPropDictLump;
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static CUtlVector<StaticPropLump_t> s_StaticPropLump;
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static CUtlVector<StaticPropLeafLump_t> s_StaticPropLeafLump;
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//-----------------------------------------------------------------------------
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// Used to build the static prop
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//-----------------------------------------------------------------------------
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struct StaticPropBuild_t
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{
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char const* m_pModelName;
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char const* m_pLightingOrigin;
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Vector m_Origin;
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QAngle m_Angles;
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int m_Solid;
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int m_Skin;
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int m_Flags;
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float m_FadeMinDist;
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float m_FadeMaxDist;
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bool m_FadesOut;
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float m_flForcedFadeScale;
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unsigned short m_nMinDXLevel;
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unsigned short m_nMaxDXLevel;
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int m_LightmapResolutionX;
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int m_LightmapResolutionY;
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};
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//-----------------------------------------------------------------------------
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// Used to cache collision model generation
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//-----------------------------------------------------------------------------
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struct ModelCollisionLookup_t
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{
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CUtlSymbol m_Name;
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CPhysCollide* m_pCollide;
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};
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static bool ModelLess( ModelCollisionLookup_t const& src1, ModelCollisionLookup_t const& src2 )
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{
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return src1.m_Name < src2.m_Name;
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}
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static CUtlRBTree<ModelCollisionLookup_t, unsigned short> s_ModelCollisionCache( 0, 32, ModelLess );
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static CUtlVector<int> s_LightingInfo;
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//-----------------------------------------------------------------------------
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// Gets the keyvalues from a studiohdr
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//-----------------------------------------------------------------------------
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bool StudioKeyValues( studiohdr_t* pStudioHdr, KeyValues *pValue )
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{
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if ( !pStudioHdr )
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return false;
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return pValue->LoadFromBuffer( pStudioHdr->pszName(), pStudioHdr->KeyValueText() );
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}
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//-----------------------------------------------------------------------------
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// Makes sure the studio model is a static prop
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//-----------------------------------------------------------------------------
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enum isstaticprop_ret
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{
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RET_VALID,
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RET_FAIL_NOT_MARKED_STATIC_PROP,
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RET_FAIL_DYNAMIC,
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};
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isstaticprop_ret IsStaticProp( studiohdr_t* pHdr )
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{
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if (!(pHdr->flags & STUDIOHDR_FLAGS_STATIC_PROP))
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return RET_FAIL_NOT_MARKED_STATIC_PROP;
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// If it's got a propdata section in the model's keyvalues, it's not allowed to be a prop_static
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KeyValues *modelKeyValues = new KeyValues(pHdr->pszName());
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if ( StudioKeyValues( pHdr, modelKeyValues ) )
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{
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KeyValues *sub = modelKeyValues->FindKey("prop_data");
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if ( sub )
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{
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if ( !(sub->GetInt( "allowstatic", 0 )) )
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{
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modelKeyValues->deleteThis();
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return RET_FAIL_DYNAMIC;
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}
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}
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}
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modelKeyValues->deleteThis();
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return RET_VALID;
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}
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//-----------------------------------------------------------------------------
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// Add static prop model to the list of models
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//-----------------------------------------------------------------------------
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static int AddStaticPropDictLump( char const* pModelName )
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{
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StaticPropDictLump_t dictLump;
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strncpy( dictLump.m_Name, pModelName, DETAIL_NAME_LENGTH );
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for (int i = s_StaticPropDictLump.Size(); --i >= 0; )
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{
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if (!memcmp(&s_StaticPropDictLump[i], &dictLump, sizeof(dictLump) ))
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return i;
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}
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return s_StaticPropDictLump.AddToTail( dictLump );
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}
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//-----------------------------------------------------------------------------
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// Load studio model vertex data from a file...
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//-----------------------------------------------------------------------------
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bool LoadStudioModel( char const* pModelName, char const* pEntityType, CUtlBuffer& buf )
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{
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if ( !g_pFullFileSystem->ReadFile( pModelName, NULL, buf ) )
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return false;
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// Check that it's valid
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if (strncmp ((const char *) buf.PeekGet(), "IDST", 4) &&
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strncmp ((const char *) buf.PeekGet(), "IDAG", 4))
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{
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return false;
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}
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studiohdr_t* pHdr = (studiohdr_t*)buf.PeekGet();
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Studio_ConvertStudioHdrToNewVersion( pHdr );
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if (pHdr->version != STUDIO_VERSION)
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{
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return false;
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}
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isstaticprop_ret isStaticProp = IsStaticProp(pHdr);
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if ( isStaticProp != RET_VALID )
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{
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if ( isStaticProp == RET_FAIL_NOT_MARKED_STATIC_PROP )
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{
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Warning("Error! To use model \"%s\"\n"
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" with %s, it must be compiled with $staticprop!\n", pModelName, pEntityType );
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}
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else if ( isStaticProp == RET_FAIL_DYNAMIC )
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{
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Warning("Error! %s using model \"%s\", which must be used on a dynamic entity (i.e. prop_physics). Deleted.\n", pEntityType, pModelName );
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}
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return false;
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}
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// ensure reset
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pHdr->pVertexBase = NULL;
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pHdr->pIndexBase = NULL;
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return true;
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}
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//-----------------------------------------------------------------------------
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// Computes a convex hull from a studio mesh
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//-----------------------------------------------------------------------------
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static CPhysConvex* ComputeConvexHull( mstudiomesh_t* pMesh )
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{
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// Generate a list of all verts in the mesh
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Vector** ppVerts = (Vector**)stackalloc(pMesh->numvertices * sizeof(Vector*) );
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const mstudio_meshvertexdata_t *vertData = pMesh->GetVertexData();
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Assert( vertData ); // This can only return NULL on X360 for now
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for (int i = 0; i < pMesh->numvertices; ++i)
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{
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ppVerts[i] = vertData->Position(i);
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}
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// Generate a convex hull from the verts
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return s_pPhysCollision->ConvexFromVerts( ppVerts, pMesh->numvertices );
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}
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//-----------------------------------------------------------------------------
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// Computes a convex hull from the studio model
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//-----------------------------------------------------------------------------
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CPhysCollide* ComputeConvexHull( studiohdr_t* pStudioHdr )
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{
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CUtlVector<CPhysConvex*> convexHulls;
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for (int body = 0; body < pStudioHdr->numbodyparts; ++body )
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{
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mstudiobodyparts_t *pBodyPart = pStudioHdr->pBodypart( body );
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for( int model = 0; model < pBodyPart->nummodels; ++model )
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{
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mstudiomodel_t *pStudioModel = pBodyPart->pModel( model );
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for( int mesh = 0; mesh < pStudioModel->nummeshes; ++mesh )
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{
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// Make a convex hull for each mesh
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// NOTE: This won't work unless the model has been compiled
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// with $staticprop
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mstudiomesh_t *pStudioMesh = pStudioModel->pMesh( mesh );
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convexHulls.AddToTail( ComputeConvexHull( pStudioMesh ) );
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}
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}
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}
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// Convert an array of convex elements to a compiled collision model
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// (this deletes the convex elements)
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return s_pPhysCollision->ConvertConvexToCollide( convexHulls.Base(), convexHulls.Size() );
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}
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//-----------------------------------------------------------------------------
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// Add, find collision model in cache
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//-----------------------------------------------------------------------------
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static CPhysCollide* GetCollisionModel( char const* pModelName )
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{
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// Convert to a common string
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char* pTemp = (char*)_alloca(strlen(pModelName) + 1);
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strcpy( pTemp, pModelName );
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_strlwr( pTemp );
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char* pSlash = strchr( pTemp, '\\' );
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while( pSlash )
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{
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*pSlash = '/';
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pSlash = strchr( pTemp, '\\' );
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}
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// Find it in the cache
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ModelCollisionLookup_t lookup;
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lookup.m_Name = pTemp;
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int i = s_ModelCollisionCache.Find( lookup );
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if (i != s_ModelCollisionCache.InvalidIndex())
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return s_ModelCollisionCache[i].m_pCollide;
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// Load the studio model file
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CUtlBuffer buf;
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if (!LoadStudioModel(pModelName, "prop_static", buf))
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{
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Warning("Error loading studio model \"%s\"!\n", pModelName );
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// This way we don't try to load it multiple times
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lookup.m_pCollide = 0;
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s_ModelCollisionCache.Insert( lookup );
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return 0;
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}
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// Compute the convex hull of the model...
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studiohdr_t* pStudioHdr = (studiohdr_t*)buf.PeekGet();
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// necessary for vertex access
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SetCurrentModel( pStudioHdr );
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lookup.m_pCollide = ComputeConvexHull( pStudioHdr );
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s_ModelCollisionCache.Insert( lookup );
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if ( !lookup.m_pCollide )
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{
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Warning("Bad geometry on \"%s\"!\n", pModelName );
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}
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// Debugging
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if (g_DumpStaticProps)
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{
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static int propNum = 0;
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char tmp[128];
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sprintf( tmp, "staticprop%03d.txt", propNum );
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DumpCollideToGlView( lookup.m_pCollide, tmp );
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++propNum;
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}
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FreeCurrentModelVertexes();
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// Insert into cache...
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return lookup.m_pCollide;
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}
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//-----------------------------------------------------------------------------
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// Tests a single leaf against the static prop
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//-----------------------------------------------------------------------------
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static bool TestLeafAgainstCollide( int depth, int* pNodeList,
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Vector const& origin, QAngle const& angles, CPhysCollide* pCollide )
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{
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// Copy the planes in the node list into a list of planes
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float* pPlanes = (float*)_alloca(depth * 4 * sizeof(float) );
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int idx = 0;
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for (int i = depth; --i >= 0; ++idx )
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{
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int sign = (pNodeList[i] < 0) ? -1 : 1;
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int node = (sign < 0) ? - pNodeList[i] - 1 : pNodeList[i];
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dnode_t* pNode = &dnodes[node];
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dplane_t* pPlane = &dplanes[pNode->planenum];
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pPlanes[idx*4] = sign * pPlane->normal[0];
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pPlanes[idx*4+1] = sign * pPlane->normal[1];
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pPlanes[idx*4+2] = sign * pPlane->normal[2];
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pPlanes[idx*4+3] = sign * pPlane->dist;
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}
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// Make a convex solid out of the planes
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CPhysConvex* pPhysConvex = s_pPhysCollision->ConvexFromPlanes( pPlanes, depth, 0.0f );
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// This should never happen, but if it does, return no collision
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Assert( pPhysConvex );
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if (!pPhysConvex)
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return false;
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CPhysCollide* pLeafCollide = s_pPhysCollision->ConvertConvexToCollide( &pPhysConvex, 1 );
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// Collide the leaf solid with the static prop solid
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trace_t tr;
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s_pPhysCollision->TraceCollide( vec3_origin, vec3_origin, pLeafCollide, vec3_angle,
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pCollide, origin, angles, &tr );
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s_pPhysCollision->DestroyCollide( pLeafCollide );
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return (tr.startsolid != 0);
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}
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//-----------------------------------------------------------------------------
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// Find all leaves that intersect with this bbox + test against the static prop..
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//-----------------------------------------------------------------------------
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static void ComputeConvexHullLeaves_R( int node, int depth, int* pNodeList,
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Vector const& mins, Vector const& maxs,
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Vector const& origin, QAngle const& angles, CPhysCollide* pCollide,
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CUtlVector<unsigned short>& leafList )
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{
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Assert( pNodeList && pCollide );
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Vector cornermin, cornermax;
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while( node >= 0 )
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{
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dnode_t* pNode = &dnodes[node];
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dplane_t* pPlane = &dplanes[pNode->planenum];
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// Arbitrary split plane here
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for (int i = 0; i < 3; ++i)
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{
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if (pPlane->normal[i] >= 0)
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{
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cornermin[i] = mins[i];
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cornermax[i] = maxs[i];
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}
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else
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{
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cornermin[i] = maxs[i];
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cornermax[i] = mins[i];
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}
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}
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if (DotProduct( pPlane->normal, cornermax ) <= pPlane->dist)
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{
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// Add the node to the list of nodes
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pNodeList[depth] = node;
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++depth;
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node = pNode->children[1];
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}
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else if (DotProduct( pPlane->normal, cornermin ) >= pPlane->dist)
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{
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// In this case, we are going in front of the plane. That means that
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// this plane must have an outward normal facing in the oppisite direction
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// We indicate this be storing a negative node index in the node list
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pNodeList[depth] = - node - 1;
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++depth;
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node = pNode->children[0];
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}
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else
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{
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// Here the box is split by the node. First, we'll add the plane as if its
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// outward facing normal is in the direction of the node plane, then
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// we'll have to reverse it for the other child...
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pNodeList[depth] = node;
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++depth;
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ComputeConvexHullLeaves_R( pNode->children[1],
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depth, pNodeList, mins, maxs, origin, angles, pCollide, leafList );
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pNodeList[depth - 1] = - node - 1;
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ComputeConvexHullLeaves_R( pNode->children[0],
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depth, pNodeList, mins, maxs, origin, angles, pCollide, leafList );
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return;
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}
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}
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Assert( pNodeList && pCollide );
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// Never add static props to solid leaves
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if ( (dleafs[-node-1].contents & CONTENTS_SOLID) == 0 )
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{
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if (TestLeafAgainstCollide( depth, pNodeList, origin, angles, pCollide ))
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{
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leafList.AddToTail( -node - 1 );
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}
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}
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}
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//-----------------------------------------------------------------------------
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// Places Static Props in the level
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//-----------------------------------------------------------------------------
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static void ComputeStaticPropLeaves( CPhysCollide* pCollide, Vector const& origin,
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QAngle const& angles, CUtlVector<unsigned short>& leafList )
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{
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// Compute an axis-aligned bounding box for the collide
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Vector mins, maxs;
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s_pPhysCollision->CollideGetAABB( &mins, &maxs, pCollide, origin, angles );
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// Find all leaves that intersect with the bounds
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int tempNodeList[1024];
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ComputeConvexHullLeaves_R( 0, 0, tempNodeList, mins, maxs,
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origin, angles, pCollide, leafList );
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}
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//-----------------------------------------------------------------------------
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// Computes the lighting origin
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//-----------------------------------------------------------------------------
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static bool ComputeLightingOrigin( StaticPropBuild_t const& build, Vector& lightingOrigin )
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{
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for (int i = s_LightingInfo.Count(); --i >= 0; )
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{
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int entIndex = s_LightingInfo[i];
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// Check against all lighting info entities
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char const* pTargetName = ValueForKey( &entities[entIndex], "targetname" );
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if (!Q_strcmp(pTargetName, build.m_pLightingOrigin))
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{
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GetVectorForKey( &entities[entIndex], "origin", lightingOrigin );
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return true;
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}
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}
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return false;
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}
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//-----------------------------------------------------------------------------
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// Places Static Props in the level
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//-----------------------------------------------------------------------------
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static void AddStaticPropToLump( StaticPropBuild_t const& build )
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{
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// Get the collision model
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CPhysCollide* pConvexHull = GetCollisionModel( build.m_pModelName );
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if (!pConvexHull)
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return;
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// Compute the leaves the static prop's convex hull hits
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CUtlVector< unsigned short > leafList;
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ComputeStaticPropLeaves( pConvexHull, build.m_Origin, build.m_Angles, leafList );
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if ( !leafList.Count() )
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{
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Warning( "Static prop %s outside the map (%.2f, %.2f, %.2f)\n", build.m_pModelName, build.m_Origin.x, build.m_Origin.y, build.m_Origin.z );
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return;
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}
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// Insert an element into the lump data...
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int i = s_StaticPropLump.AddToTail( );
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StaticPropLump_t& propLump = s_StaticPropLump[i];
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propLump.m_PropType = AddStaticPropDictLump( build.m_pModelName );
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VectorCopy( build.m_Origin, propLump.m_Origin );
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VectorCopy( build.m_Angles, propLump.m_Angles );
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propLump.m_FirstLeaf = s_StaticPropLeafLump.Count();
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propLump.m_LeafCount = leafList.Count();
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propLump.m_Solid = build.m_Solid;
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propLump.m_Skin = build.m_Skin;
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propLump.m_Flags = build.m_Flags;
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if (build.m_FadesOut)
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{
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propLump.m_Flags |= STATIC_PROP_FLAG_FADES;
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}
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propLump.m_FadeMinDist = build.m_FadeMinDist;
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propLump.m_FadeMaxDist = build.m_FadeMaxDist;
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propLump.m_flForcedFadeScale = build.m_flForcedFadeScale;
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propLump.m_nMinDXLevel = build.m_nMinDXLevel;
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propLump.m_nMaxDXLevel = build.m_nMaxDXLevel;
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if (build.m_pLightingOrigin && *build.m_pLightingOrigin)
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{
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if (ComputeLightingOrigin( build, propLump.m_LightingOrigin ))
|
|
{
|
|
propLump.m_Flags |= STATIC_PROP_USE_LIGHTING_ORIGIN;
|
|
}
|
|
}
|
|
|
|
propLump.m_nLightmapResolutionX = build.m_LightmapResolutionX;
|
|
propLump.m_nLightmapResolutionY = build.m_LightmapResolutionY;
|
|
|
|
// Add the leaves to the leaf lump
|
|
for (int j = 0; j < leafList.Size(); ++j)
|
|
{
|
|
StaticPropLeafLump_t insert;
|
|
insert.m_Leaf = leafList[j];
|
|
s_StaticPropLeafLump.AddToTail( insert );
|
|
}
|
|
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Places static props in the lump
|
|
//-----------------------------------------------------------------------------
|
|
|
|
static void SetLumpData( )
|
|
{
|
|
GameLumpHandle_t handle = g_GameLumps.GetGameLumpHandle(GAMELUMP_STATIC_PROPS);
|
|
if (handle != g_GameLumps.InvalidGameLump())
|
|
g_GameLumps.DestroyGameLump(handle);
|
|
|
|
int dictsize = s_StaticPropDictLump.Size() * sizeof(StaticPropDictLump_t);
|
|
int objsize = s_StaticPropLump.Size() * sizeof(StaticPropLump_t);
|
|
int leafsize = s_StaticPropLeafLump.Size() * sizeof(StaticPropLeafLump_t);
|
|
int size = dictsize + objsize + leafsize + 3 * sizeof(int);
|
|
|
|
handle = g_GameLumps.CreateGameLump( GAMELUMP_STATIC_PROPS, size, 0, GAMELUMP_STATIC_PROPS_VERSION );
|
|
|
|
// Serialize the data
|
|
CUtlBuffer buf( g_GameLumps.GetGameLump(handle), size );
|
|
buf.PutInt( s_StaticPropDictLump.Size() );
|
|
if (dictsize)
|
|
buf.Put( s_StaticPropDictLump.Base(), dictsize );
|
|
buf.PutInt( s_StaticPropLeafLump.Size() );
|
|
if (leafsize)
|
|
buf.Put( s_StaticPropLeafLump.Base(), leafsize );
|
|
buf.PutInt( s_StaticPropLump.Size() );
|
|
if (objsize)
|
|
buf.Put( s_StaticPropLump.Base(), objsize );
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Places Static Props in the level
|
|
//-----------------------------------------------------------------------------
|
|
|
|
void EmitStaticProps()
|
|
{
|
|
CreateInterfaceFn physicsFactory = GetPhysicsFactory();
|
|
if ( physicsFactory )
|
|
{
|
|
s_pPhysCollision = (IPhysicsCollision *)physicsFactory( VPHYSICS_COLLISION_INTERFACE_VERSION, NULL );
|
|
if( !s_pPhysCollision )
|
|
return;
|
|
}
|
|
|
|
// Generate a list of lighting origins, and strip them out
|
|
int i;
|
|
for ( i = 0; i < num_entities; ++i)
|
|
{
|
|
char* pEntity = ValueForKey(&entities[i], "classname");
|
|
if (!Q_strcmp(pEntity, "info_lighting"))
|
|
{
|
|
s_LightingInfo.AddToTail(i);
|
|
}
|
|
}
|
|
|
|
// Emit specifically specified static props
|
|
for ( i = 0; i < num_entities; ++i)
|
|
{
|
|
char* pEntity = ValueForKey(&entities[i], "classname");
|
|
if (!strcmp(pEntity, "static_prop") || !strcmp(pEntity, "prop_static"))
|
|
{
|
|
StaticPropBuild_t build;
|
|
|
|
GetVectorForKey( &entities[i], "origin", build.m_Origin );
|
|
GetAnglesForKey( &entities[i], "angles", build.m_Angles );
|
|
build.m_pModelName = ValueForKey( &entities[i], "model" );
|
|
build.m_Solid = IntForKey( &entities[i], "solid" );
|
|
build.m_Skin = IntForKey( &entities[i], "skin" );
|
|
build.m_FadeMaxDist = FloatForKey( &entities[i], "fademaxdist" );
|
|
build.m_Flags = 0;//IntForKey( &entities[i], "spawnflags" ) & STATIC_PROP_WC_MASK;
|
|
if (IntForKey( &entities[i], "ignorenormals" ) == 1)
|
|
{
|
|
build.m_Flags |= STATIC_PROP_IGNORE_NORMALS;
|
|
}
|
|
if (IntForKey( &entities[i], "disableshadows" ) == 1)
|
|
{
|
|
build.m_Flags |= STATIC_PROP_NO_SHADOW;
|
|
}
|
|
if (IntForKey( &entities[i], "disablevertexlighting" ) == 1)
|
|
{
|
|
build.m_Flags |= STATIC_PROP_NO_PER_VERTEX_LIGHTING;
|
|
}
|
|
if (IntForKey( &entities[i], "disableselfshadowing" ) == 1)
|
|
{
|
|
build.m_Flags |= STATIC_PROP_NO_SELF_SHADOWING;
|
|
}
|
|
|
|
if (IntForKey( &entities[i], "screenspacefade" ) == 1)
|
|
{
|
|
build.m_Flags |= STATIC_PROP_SCREEN_SPACE_FADE;
|
|
}
|
|
|
|
if (IntForKey( &entities[i], "generatelightmaps") == 0)
|
|
{
|
|
build.m_Flags |= STATIC_PROP_NO_PER_TEXEL_LIGHTING;
|
|
build.m_LightmapResolutionX = 0;
|
|
build.m_LightmapResolutionY = 0;
|
|
}
|
|
else
|
|
{
|
|
build.m_LightmapResolutionX = IntForKey( &entities[i], "lightmapresolutionx" );
|
|
build.m_LightmapResolutionY = IntForKey( &entities[i], "lightmapresolutiony" );
|
|
}
|
|
|
|
const char *pKey = ValueForKey( &entities[i], "fadescale" );
|
|
if ( pKey && pKey[0] )
|
|
{
|
|
build.m_flForcedFadeScale = FloatForKey( &entities[i], "fadescale" );
|
|
}
|
|
else
|
|
{
|
|
build.m_flForcedFadeScale = 1;
|
|
}
|
|
build.m_FadesOut = (build.m_FadeMaxDist > 0);
|
|
build.m_pLightingOrigin = ValueForKey( &entities[i], "lightingorigin" );
|
|
if (build.m_FadesOut)
|
|
{
|
|
build.m_FadeMinDist = FloatForKey( &entities[i], "fademindist" );
|
|
if (build.m_FadeMinDist < 0)
|
|
{
|
|
build.m_FadeMinDist = build.m_FadeMaxDist;
|
|
}
|
|
}
|
|
else
|
|
{
|
|
build.m_FadeMinDist = 0;
|
|
}
|
|
build.m_nMinDXLevel = (unsigned short)IntForKey( &entities[i], "mindxlevel" );
|
|
build.m_nMaxDXLevel = (unsigned short)IntForKey( &entities[i], "maxdxlevel" );
|
|
AddStaticPropToLump( build );
|
|
|
|
// strip this ent from the .bsp file
|
|
entities[i].epairs = 0;
|
|
}
|
|
}
|
|
|
|
// Strip out lighting origins; has to be done here because they are used when
|
|
// static props are made
|
|
for ( i = s_LightingInfo.Count(); --i >= 0; )
|
|
{
|
|
// strip this ent from the .bsp file
|
|
entities[s_LightingInfo[i]].epairs = 0;
|
|
}
|
|
|
|
|
|
SetLumpData( );
|
|
}
|
|
|
|
static studiohdr_t *g_pActiveStudioHdr;
|
|
static void SetCurrentModel( studiohdr_t *pStudioHdr )
|
|
{
|
|
// track the correct model
|
|
g_pActiveStudioHdr = pStudioHdr;
|
|
}
|
|
|
|
static void FreeCurrentModelVertexes()
|
|
{
|
|
Assert( g_pActiveStudioHdr );
|
|
|
|
if ( g_pActiveStudioHdr->pVertexBase )
|
|
{
|
|
free( g_pActiveStudioHdr->pVertexBase );
|
|
g_pActiveStudioHdr->pVertexBase = NULL;
|
|
}
|
|
}
|
|
|
|
const vertexFileHeader_t * mstudiomodel_t::CacheVertexData( void * pModelData )
|
|
{
|
|
char fileName[260];
|
|
FileHandle_t fileHandle;
|
|
vertexFileHeader_t *pVvdHdr;
|
|
|
|
Assert( pModelData == NULL );
|
|
Assert( g_pActiveStudioHdr );
|
|
|
|
if ( g_pActiveStudioHdr->pVertexBase )
|
|
{
|
|
return (vertexFileHeader_t *)g_pActiveStudioHdr->pVertexBase;
|
|
}
|
|
|
|
// mandatory callback to make requested data resident
|
|
// load and persist the vertex file
|
|
strcpy( fileName, "models/" );
|
|
strcat( fileName, g_pActiveStudioHdr->pszName() );
|
|
Q_StripExtension( fileName, fileName, sizeof( fileName ) );
|
|
strcat( fileName, ".vvd" );
|
|
|
|
// load the model
|
|
fileHandle = g_pFileSystem->Open( fileName, "rb" );
|
|
if ( !fileHandle )
|
|
{
|
|
Error( "Unable to load vertex data \"%s\"\n", fileName );
|
|
}
|
|
|
|
// Get the file size
|
|
int size = g_pFileSystem->Size( fileHandle );
|
|
if (size == 0)
|
|
{
|
|
g_pFileSystem->Close( fileHandle );
|
|
Error( "Bad size for vertex data \"%s\"\n", fileName );
|
|
}
|
|
|
|
pVvdHdr = (vertexFileHeader_t *)malloc(size);
|
|
g_pFileSystem->Read( pVvdHdr, size, fileHandle );
|
|
g_pFileSystem->Close( fileHandle );
|
|
|
|
// check header
|
|
if (pVvdHdr->id != MODEL_VERTEX_FILE_ID)
|
|
{
|
|
Error("Error Vertex File %s id %d should be %d\n", fileName, pVvdHdr->id, MODEL_VERTEX_FILE_ID);
|
|
}
|
|
if (pVvdHdr->version != MODEL_VERTEX_FILE_VERSION)
|
|
{
|
|
Error("Error Vertex File %s version %d should be %d\n", fileName, pVvdHdr->version, MODEL_VERTEX_FILE_VERSION);
|
|
}
|
|
if (pVvdHdr->checksum != g_pActiveStudioHdr->checksum)
|
|
{
|
|
Error("Error Vertex File %s checksum %d should be %d\n", fileName, pVvdHdr->checksum, g_pActiveStudioHdr->checksum);
|
|
}
|
|
|
|
g_pActiveStudioHdr->pVertexBase = (void*)pVvdHdr;
|
|
return pVvdHdr;
|
|
}
|
|
|