mirror of
https://github.com/nillerusr/source-engine.git
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905 lines
24 KiB
C++
905 lines
24 KiB
C++
//========= Copyright Valve Corporation, All rights reserved. ============//
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//
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// Purpose:
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//
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//=============================================================================//
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#include "stdafx.h"
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#include "Box3D.h"
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#include "GlobalFunctions.h"
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#include "MapDefs.h" // dvs: For COORD_NOTINIT
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#include "MapDoc.h"
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#include "MapEntity.h"
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#include "MapStudioModel.h"
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#include "Render2D.h"
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#include "Render3D.h"
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#include "ViewerSettings.h"
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#include "hammer.h"
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#include "materialsystem/imesh.h"
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#include "TextureSystem.h"
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#include "Material.h"
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#include "Options.h"
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#include "camera.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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#define STUDIO_RENDER_DISTANCE 400
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IMPLEMENT_MAPCLASS(CMapStudioModel)
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float CMapStudioModel::m_fRenderDistance = STUDIO_RENDER_DISTANCE;
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BOOL CMapStudioModel::m_bAnimateModels = TRUE;
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//-----------------------------------------------------------------------------
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// Purpose: Factory function. Used for creating a CMapStudioModel from a set
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// of string parameters from the FGD file.
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// Input : pInfo - Pointer to helper info class which gives us information
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// about how to create the class.
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// Output : Returns a pointer to the class, NULL if an error occurs.
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//-----------------------------------------------------------------------------
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CMapClass *CMapStudioModel::CreateMapStudioModel(CHelperInfo *pHelperInfo, CMapEntity *pParent)
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{
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const char *pszModel = pHelperInfo->GetParameter(0);
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//
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// If we weren't passed a model name as an argument, get it from our parent
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// entity's "model" key.
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//
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if (pszModel == NULL)
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{
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pszModel = pParent->GetKeyValue("model");
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}
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//
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// If we have a model name, create a studio model object.
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//
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if (pszModel != NULL)
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{
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bool bLightProp = !stricmp(pHelperInfo->GetName(), "lightprop");
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bool bOrientedBounds = (bLightProp | !stricmp(pHelperInfo->GetName(), "studioprop"));
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return CreateMapStudioModel(pszModel, bOrientedBounds, bLightProp);
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}
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return(NULL);
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}
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//-----------------------------------------------------------------------------
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// Purpose: Factory function. Creates a CMapStudioModel object from a relative
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// path to an MDL file.
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// Input : pszModelPath - Relative path to the .MDL file. The path is appended
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// to each path in the application search path until the model is found.
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// bOrientedBounds - Whether the bounding box should consider the orientation of the model.
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// Output : Returns a pointer to the newly created CMapStudioModel object.
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//-----------------------------------------------------------------------------
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CMapStudioModel *CMapStudioModel::CreateMapStudioModel(const char *pszModelPath, bool bOrientedBounds, bool bReversePitch)
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{
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CMapStudioModel *pModel = new CMapStudioModel;
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pModel->m_pStudioModel = CStudioModelCache::CreateModel(pszModelPath);
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if ( pModel->m_pStudioModel )
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{
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pModel->SetOrientedBounds(bOrientedBounds);
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pModel->ReversePitch(bReversePitch);
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pModel->CalcBounds();
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}
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else
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{
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delete pModel;
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pModel = NULL;
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}
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return(pModel);
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}
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//-----------------------------------------------------------------------------
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// Purpose: Constructor.
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//-----------------------------------------------------------------------------
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CMapStudioModel::CMapStudioModel(void)
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{
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Initialize();
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InitViewerSettings();
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}
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//-----------------------------------------------------------------------------
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// Purpose: Destructor. Releases the studio model cache reference.
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//-----------------------------------------------------------------------------
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CMapStudioModel::~CMapStudioModel(void)
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{
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if (m_pStudioModel != NULL)
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{
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CStudioModelCache::Release(m_pStudioModel);
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}
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}
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//-----------------------------------------------------------------------------
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// Purpose: Called by the renderer before every frame to animate the models.
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//-----------------------------------------------------------------------------
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void CMapStudioModel::AdvanceAnimation(float flInterval)
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{
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if (m_bAnimateModels)
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{
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CStudioModelCache::AdvanceAnimation(flInterval);
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}
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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// Input : bFullUpdate -
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//-----------------------------------------------------------------------------
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void CMapStudioModel::CalcBounds(BOOL bFullUpdate)
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{
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CMapClass::CalcBounds(bFullUpdate);
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Vector Mins(0, 0, 0);
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Vector Maxs(0, 0, 0);
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if (m_pStudioModel != NULL)
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{
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//
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// The 3D bounds are the bounds of the oriented model's first sequence, so that
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// frustum culling works properly in the 3D view.
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//
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QAngle angles;
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GetRenderAngles(angles);
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m_pStudioModel->SetAngles(angles);
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m_pStudioModel->ExtractBbox(m_CullBox.bmins, m_CullBox.bmaxs);
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if (m_bOrientedBounds)
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{
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//
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// Oriented bounds - the 2D bounds are the same as the 3D bounds.
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//
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Mins = m_CullBox.bmins;
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Maxs = m_CullBox.bmaxs;
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}
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else
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{
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//
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// The 2D bounds are the movement bounding box of the model, which is not affected
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// by the entity's orientation. This is used for character models for which we want
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// to render a meaningful collision box in the editor.
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//
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m_pStudioModel->ExtractMovementBbox(Mins, Maxs);
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}
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Mins += m_Origin;
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Maxs += m_Origin;
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m_CullBox.bmins += m_Origin;
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m_CullBox.bmaxs += m_Origin;
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}
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//
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// If we do not yet have a valid bounding box, use a default box.
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//
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if ((Maxs - Mins) == Vector(0, 0, 0))
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{
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Mins = m_CullBox.bmins = m_Origin - Vector(10, 10, 10);
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Maxs = m_CullBox.bmaxs = m_Origin + Vector(10, 10, 10);
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}
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m_BoundingBox = m_CullBox;
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m_Render2DBox.UpdateBounds(Mins, Maxs);
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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// Output : CMapClass
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//-----------------------------------------------------------------------------
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CMapClass *CMapStudioModel::Copy(bool bUpdateDependencies)
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{
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CMapStudioModel *pCopy = new CMapStudioModel;
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if (pCopy != NULL)
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{
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pCopy->CopyFrom(this, bUpdateDependencies);
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}
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return(pCopy);
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}
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//-----------------------------------------------------------------------------
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// Purpose: Makes this an exact duplicate of pObject.
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// Input : pObject - Object to copy.
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// Output : Returns this.
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//-----------------------------------------------------------------------------
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CMapClass *CMapStudioModel::CopyFrom(CMapClass *pObject, bool bUpdateDependencies)
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{
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Assert(pObject->IsMapClass(MAPCLASS_TYPE(CMapStudioModel)));
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CMapStudioModel *pFrom = (CMapStudioModel *)pObject;
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CMapClass::CopyFrom(pObject, bUpdateDependencies);
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m_pStudioModel = pFrom->m_pStudioModel;
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if (m_pStudioModel != NULL)
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{
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CStudioModelCache::AddRef(m_pStudioModel);
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}
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m_Angles = pFrom->m_Angles;
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m_Skin = pFrom->m_Skin;
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m_bOrientedBounds = pFrom->m_bOrientedBounds;
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m_bReversePitch = pFrom->m_bReversePitch;
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m_bPitchSet = pFrom->m_bPitchSet;
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m_flPitch = pFrom->m_flPitch;
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m_bScreenSpaceFade = pFrom->m_bScreenSpaceFade;
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m_flFadeScale = pFrom->m_flFadeScale;
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m_flFadeMinDist = pFrom->m_flFadeMinDist;
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m_flFadeMaxDist = pFrom->m_flFadeMaxDist;
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m_iSolid = pFrom->m_iSolid;
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return(this);
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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// Input : bEnable -
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//-----------------------------------------------------------------------------
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void CMapStudioModel::EnableAnimation(BOOL bEnable)
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{
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m_bAnimateModels = bEnable;
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}
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//-----------------------------------------------------------------------------
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// Purpose: Returns this object's pitch, yaw, and roll.
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//-----------------------------------------------------------------------------
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void CMapStudioModel::GetAngles(QAngle &Angles)
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{
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Angles = m_Angles;
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if (m_bPitchSet)
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{
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Angles[PITCH] = m_flPitch;
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}
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}
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//-----------------------------------------------------------------------------
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// Purpose: Returns this object's pitch, yaw, and roll for rendering.
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//-----------------------------------------------------------------------------
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void CMapStudioModel::GetRenderAngles(QAngle &Angles)
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{
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GetAngles(Angles);
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if (m_bReversePitch)
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{
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Angles[PITCH] *= -1;
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}
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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void CMapStudioModel::Initialize(void)
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{
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m_Angles.Init();
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m_bPitchSet = false;
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m_flPitch = 0;
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m_bReversePitch = false;
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m_pStudioModel = NULL;
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m_Skin = 0;
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m_bScreenSpaceFade = false;
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m_flFadeScale = 1.0f;
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m_flFadeMinDist = 0.0f;
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m_flFadeMaxDist = 0.0f;
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m_iSolid = -1;
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}
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//-----------------------------------------------------------------------------
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// Purpose: Notifies that this object's parent entity has had a key value change.
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// Input : szKey - The key that changed.
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// szValue - The new value of the key.
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//-----------------------------------------------------------------------------
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void CMapStudioModel::OnParentKeyChanged(const char* szKey, const char* szValue)
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{
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if (!stricmp(szKey, "angles"))
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{
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sscanf(szValue, "%f %f %f", &m_Angles[PITCH], &m_Angles[YAW], &m_Angles[ROLL]);
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PostUpdate(Notify_Changed);
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}
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else if (!stricmp(szKey, "pitch"))
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{
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m_flPitch = atof(szValue);
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m_bPitchSet = true;
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PostUpdate(Notify_Changed);
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}
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else if (!stricmp(szKey, "skin"))
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{
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m_Skin = atoi(szValue);
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PostUpdate(Notify_Changed);
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}
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else if (!stricmp(szKey, "fademindist"))
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{
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m_flFadeMinDist = atoi(szValue);
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}
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else if (!stricmp(szKey, "fademaxdist"))
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{
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m_flFadeMaxDist = atoi(szValue);
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}
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else if (!stricmp(szKey, "screenspacefade"))
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{
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m_bScreenSpaceFade = (atoi(szValue) != 0);
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}
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else if (!stricmp(szKey, "fadescale"))
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{
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m_flFadeScale = atof(szValue);
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}
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else if ( !stricmp( szKey, "solid") )
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{
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m_iSolid = atof( szValue );
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}
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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// Input : pRender -
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//-----------------------------------------------------------------------------
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bool CMapStudioModel::RenderPreload(CRender3D *pRender, bool bNewContext)
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{
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return(m_pStudioModel != NULL);
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}
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//-----------------------------------------------------------------------------
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// Draws basis vectors
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//-----------------------------------------------------------------------------
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static void DrawBasisVectors( CRender3D* pRender, const Vector &origin, const QAngle &angles)
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{
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matrix3x4_t fCurrentMatrix;
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AngleMatrix(angles, fCurrentMatrix);
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pRender->PushRenderMode( RENDER_MODE_WIREFRAME );
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CMeshBuilder meshBuilder;
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CMatRenderContextPtr pRenderContext( MaterialSystemInterface() );
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IMesh* pMesh = pRenderContext->GetDynamicMesh();
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meshBuilder.Begin( pMesh, MATERIAL_LINES, 3 );
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meshBuilder.Color3ub(255, 0, 0);
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meshBuilder.Position3f(origin[0], origin[1], origin[2]);
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meshBuilder.AdvanceVertex();
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meshBuilder.Color3ub(255, 0, 0);
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meshBuilder.Position3f(origin[0] + (100 * fCurrentMatrix[0][0]),
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origin[1] + (100 * fCurrentMatrix[1][0]), origin[2] + (100 * fCurrentMatrix[2][0]));
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meshBuilder.AdvanceVertex();
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meshBuilder.Color3ub(0, 255, 0);
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meshBuilder.Position3f(origin[0], origin[1], origin[2]);
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meshBuilder.AdvanceVertex();
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meshBuilder.Color3ub(0, 255, 0);
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meshBuilder.Position3f(origin[0] + (100 * fCurrentMatrix[0][1]),
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origin[1] + (100 * fCurrentMatrix[1][1]), origin[2] + (100 * fCurrentMatrix[2][1]));
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meshBuilder.AdvanceVertex();
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meshBuilder.Color3ub(0, 0, 255);
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meshBuilder.Position3f(origin[0], origin[1], origin[2]);
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meshBuilder.AdvanceVertex();
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meshBuilder.Color3ub(0, 0, 255);
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meshBuilder.Position3f(origin[0] + (100 * fCurrentMatrix[0][2]),
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origin[1] + (100 * fCurrentMatrix[1][2]), origin[2] + (100 * fCurrentMatrix[2][2]));
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meshBuilder.AdvanceVertex();
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meshBuilder.End();
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pMesh->Draw();
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pRender->PopRenderMode();
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}
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//-----------------------------------------------------------------------------
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// It should render last if any of its materials are translucent, or if
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// we are previewing model fades.
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//-----------------------------------------------------------------------------
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bool CMapStudioModel::ShouldRenderLast()
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{
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return m_pStudioModel->IsTranslucent() || Options.view3d.bPreviewModelFade;
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}
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//-----------------------------------------------------------------------------
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// Purpose: Renders the studio model in the 2D views.
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// Input : pRender - Interface to the 2D renderer.
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//-----------------------------------------------------------------------------
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void CMapStudioModel::Render2D(CRender2D *pRender)
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{
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Vector vecMins;
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Vector vecMaxs;
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GetRender2DBox(vecMins, vecMaxs);
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Vector2D pt,pt2;
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pRender->TransformPoint(pt, vecMins);
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pRender->TransformPoint(pt2, vecMaxs);
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color32 rgbColor = GetRenderColor();
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bool bIsEditable = IsEditable();
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if (GetSelectionState() != SELECT_NONE)
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{
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pRender->SetDrawColor( GetRValue(Options.colors.clrSelection), GetGValue(Options.colors.clrSelection), GetBValue(Options.colors.clrSelection) );
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pRender->SetHandleColor( GetRValue(Options.colors.clrSelection), GetGValue(Options.colors.clrSelection), GetBValue(Options.colors.clrSelection) );
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}
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else
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{
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pRender->SetDrawColor( rgbColor.r, rgbColor.g, rgbColor.b );
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pRender->SetHandleColor( rgbColor.r, rgbColor.g, rgbColor.b );
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}
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int sizeX = abs(pt2.x-pt.x);
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int sizeY = abs(pt2.y-pt.y);
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//
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// Don't draw the center handle if the model is smaller than the handle cross
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//
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if ( bIsEditable && sizeX >= 8 && sizeY >= 8 && pRender->IsActiveView() )
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{
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pRender->SetHandleStyle( HANDLE_RADIUS, CRender::HANDLE_CROSS );
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pRender->DrawHandle( (vecMins+vecMaxs)/2 );
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}
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QAngle vecAngles;
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GetRenderAngles(vecAngles);
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bool bDrawAsModel = (Options.view2d.bDrawModels && ((sizeX+sizeY) > 50)) ||
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IsSelected() || ( pRender->IsInLocalTransformMode() && !pRender->GetInstanceRendering() );
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if ( !bDrawAsModel || IsSelected() )
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{
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// Draw the bounding box.
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pRender->DrawBox( vecMins, vecMaxs );
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}
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if ( bDrawAsModel )
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{
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//
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// Draw the model as wireframe.
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//
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m_pStudioModel->SetAngles(vecAngles);
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m_pStudioModel->SetOrigin(m_Origin[0], m_Origin[1], m_Origin[2]);
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m_pStudioModel->SetSkin(m_Skin);
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if ( GetSelectionState() == SELECT_NORMAL || ( pRender->IsInLocalTransformMode() && pRender->GetInstanceRendering() == false ) )
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{
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// draw textured model half translucent
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m_pStudioModel->DrawModel2D(pRender, 0.6 , false );
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}
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else
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{
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// just draw the wireframe
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m_pStudioModel->DrawModel2D(pRender, 1.0 , true );
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}
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}
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if ( IsSelected() )
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{
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//
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// Render the forward vector if the object is selected.
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//
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Vector Forward;
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AngleVectors(vecAngles, &Forward, NULL, NULL);
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pRender->SetDrawColor( 255, 255, 0 );
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pRender->DrawLine(m_Origin, m_Origin + Forward * 24);
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}
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}
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//-----------------------------------------------------------------------------
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//-----------------------------------------------------------------------------
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inline float CMapStudioModel::ComputeDistanceFade( CRender3D *pRender ) const
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{
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Vector vecViewPos;
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pRender->GetCamera()->GetViewPoint( vecViewPos );
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Vector vecDelta;
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vecDelta = m_Origin - vecViewPos;
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float flMin = min(m_flFadeMinDist, m_flFadeMaxDist);
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float flMax = max(m_flFadeMinDist, m_flFadeMaxDist);
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if (flMin < 0)
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{
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flMin = 0;
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}
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float alpha = 1.0f;
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if (flMax > 0)
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{
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float flDist = vecDelta.Length();
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if ( flDist > flMax )
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{
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alpha = 0.0f;
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}
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else if ( flDist > flMin )
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{
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alpha = RemapValClamped( flDist, flMin, flMax, 1.0f, 0 );
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}
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}
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return alpha;
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Computes fade alpha based on distance fade + screen fade
|
|
//-----------------------------------------------------------------------------
|
|
inline float CMapStudioModel::ComputeScreenFade( CRender3D *pRender ) const
|
|
{
|
|
return 1.0;
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
//-----------------------------------------------------------------------------
|
|
inline float CMapStudioModel::ComputeFade( CRender3D *pRender ) const
|
|
{
|
|
if ( m_bScreenSpaceFade )
|
|
{
|
|
return ComputeScreenFade( pRender );
|
|
}
|
|
else
|
|
{
|
|
return ComputeDistanceFade( pRender );
|
|
}
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: Renders the studio model in the 3D views.
|
|
// Input : pRender - Interface to the 3D renderer.
|
|
//-----------------------------------------------------------------------------
|
|
void CMapStudioModel::Render3D(CRender3D *pRender)
|
|
{
|
|
Color CurrentColor;
|
|
CurrentColor.SetColor( r, g, b );
|
|
|
|
//
|
|
// Set to the default rendering mode, unless we're in lightmap mode
|
|
//
|
|
if (pRender->GetCurrentRenderMode() == RENDER_MODE_LIGHTMAP_GRID)
|
|
pRender->PushRenderMode(RENDER_MODE_TEXTURED);
|
|
else
|
|
pRender->PushRenderMode(RENDER_MODE_CURRENT);
|
|
|
|
//
|
|
// Set up our angles for rendering.
|
|
//
|
|
QAngle vecAngles;
|
|
GetRenderAngles(vecAngles);
|
|
|
|
//
|
|
// If we have a model, render it if it is close enough to the camera.
|
|
//
|
|
if (m_pStudioModel != NULL)
|
|
{
|
|
Vector ViewPoint;
|
|
pRender->GetCamera()->GetViewPoint(ViewPoint);
|
|
|
|
Vector Origin( m_Origin );
|
|
if ( pRender->GetInstanceRendering() )
|
|
{
|
|
pRender->TransformInstanceVector( m_Origin, Origin );
|
|
}
|
|
|
|
if ((fabs(ViewPoint[0] - Origin[0]) < m_fRenderDistance) &&
|
|
(fabs(ViewPoint[1] - Origin[1]) < m_fRenderDistance) &&
|
|
(fabs(ViewPoint[2] - Origin[2]) < m_fRenderDistance))
|
|
{
|
|
color32 rgbColor = GetRenderColor();
|
|
|
|
if (GetSelectionState() != SELECT_NONE)
|
|
{
|
|
pRender->SetDrawColor( GetRValue(Options.colors.clrSelection), GetGValue(Options.colors.clrSelection), GetBValue(Options.colors.clrSelection) );
|
|
}
|
|
else
|
|
{
|
|
// If the user disabled collisions on this instance of the model, color the wireframe differently
|
|
if ( m_iSolid != -1 )
|
|
{
|
|
if ( m_iSolid == 0 )
|
|
{
|
|
rgbColor.r = GetRValue( Options.colors.clrModelCollisionWireframeDisabled );
|
|
rgbColor.g = GetGValue( Options.colors.clrModelCollisionWireframeDisabled );
|
|
rgbColor.b = GetBValue( Options.colors.clrModelCollisionWireframeDisabled );
|
|
rgbColor.a = 255;
|
|
}
|
|
else
|
|
{
|
|
rgbColor.r = GetRValue( Options.colors.clrModelCollisionWireframe );
|
|
rgbColor.g = GetGValue( Options.colors.clrModelCollisionWireframe );
|
|
rgbColor.b = GetBValue( Options.colors.clrModelCollisionWireframe );
|
|
rgbColor.a = 255;
|
|
}
|
|
}
|
|
pRender->SetDrawColor( rgbColor.r, rgbColor.g, rgbColor.b );
|
|
}
|
|
|
|
//
|
|
// Move the model to the proper place and orient it.
|
|
//
|
|
m_pStudioModel->SetAngles(vecAngles);
|
|
m_pStudioModel->SetOrigin(m_Origin[0], m_Origin[1], m_Origin[2]);
|
|
m_pStudioModel->SetSkin(m_Skin);
|
|
|
|
float flAlpha = 1.0;
|
|
if ( Options.view3d.bPreviewModelFade )
|
|
{
|
|
flAlpha = ComputeFade( pRender );
|
|
}
|
|
|
|
bool bWireframe = pRender->GetCurrentRenderMode() == RENDER_MODE_WIREFRAME;
|
|
|
|
if ( GetSelectionState() == SELECT_MODIFY )
|
|
bWireframe = true;
|
|
|
|
pRender->BeginRenderHitTarget(this);
|
|
m_pStudioModel->DrawModel3D(pRender, flAlpha, bWireframe );
|
|
pRender->EndRenderHitTarget();
|
|
|
|
if (IsSelected())
|
|
{
|
|
pRender->RenderWireframeBox(m_Render2DBox.bmins, m_Render2DBox.bmaxs, 255, 255, 0);
|
|
}
|
|
}
|
|
else
|
|
{
|
|
pRender->BeginRenderHitTarget(this);
|
|
pRender->RenderBox(m_Render2DBox.bmins, m_Render2DBox.bmaxs, CurrentColor.r(), CurrentColor.g(), CurrentColor.b(), GetSelectionState());
|
|
pRender->EndRenderHitTarget();
|
|
}
|
|
}
|
|
//
|
|
// Else no model, render as a bounding box.
|
|
//
|
|
else
|
|
{
|
|
pRender->BeginRenderHitTarget(this);
|
|
pRender->RenderBox(m_Render2DBox.bmins, m_Render2DBox.bmaxs, CurrentColor.r(), CurrentColor.g(), CurrentColor.b(), GetSelectionState());
|
|
pRender->EndRenderHitTarget();
|
|
}
|
|
|
|
//
|
|
// Draw our basis vectors.
|
|
//
|
|
if (IsSelected())
|
|
{
|
|
DrawBasisVectors( pRender, m_Origin, vecAngles );
|
|
}
|
|
|
|
pRender->PopRenderMode();
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose:
|
|
// Input : &File -
|
|
// bRMF -
|
|
// Output : int
|
|
//-----------------------------------------------------------------------------
|
|
int CMapStudioModel::SerializeRMF(std::fstream &File, BOOL bRMF)
|
|
{
|
|
return(0);
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose:
|
|
// Input : &File -
|
|
// bRMF -
|
|
// Output : int
|
|
//-----------------------------------------------------------------------------
|
|
int CMapStudioModel::SerializeMAP(std::fstream &File, BOOL bRMF)
|
|
{
|
|
return(0);
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose:
|
|
// Input : Angles -
|
|
//-----------------------------------------------------------------------------
|
|
void CMapStudioModel::SetAngles(QAngle &Angles)
|
|
{
|
|
m_Angles = Angles;
|
|
|
|
//
|
|
// Round very small angles to zero.
|
|
//
|
|
for (int nDim = 0; nDim < 3; nDim++)
|
|
{
|
|
if (fabs(m_Angles[nDim]) < 0.001)
|
|
{
|
|
m_Angles[nDim] = 0;
|
|
}
|
|
}
|
|
|
|
while (m_Angles[YAW] < 0)
|
|
{
|
|
m_Angles[YAW] += 360;
|
|
}
|
|
|
|
if (m_bPitchSet)
|
|
{
|
|
m_flPitch = m_Angles[PITCH];
|
|
}
|
|
|
|
//
|
|
// Update the angles of our parent entity.
|
|
//
|
|
CMapEntity *pEntity = dynamic_cast<CMapEntity *>(m_pParent);
|
|
if (pEntity != NULL)
|
|
{
|
|
char szValue[80];
|
|
sprintf(szValue, "%g %g %g", m_Angles[0], m_Angles[1], m_Angles[2]);
|
|
pEntity->NotifyChildKeyChanged(this, "angles", szValue);
|
|
|
|
if (m_bPitchSet)
|
|
{
|
|
sprintf(szValue, "%g", m_flPitch);
|
|
pEntity->NotifyChildKeyChanged(this, "pitch", szValue);
|
|
}
|
|
}
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: Sets the distance at which studio models become rendered as bounding
|
|
// boxes. If this is set to zero, studio models are never rendered.
|
|
// Input : fRenderDistance - Distance in world units.
|
|
//-----------------------------------------------------------------------------
|
|
void CMapStudioModel::SetRenderDistance(float fRenderDistance)
|
|
{
|
|
m_fRenderDistance = fRenderDistance;
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose:
|
|
// Input : pTransBox -
|
|
//-----------------------------------------------------------------------------
|
|
void CMapStudioModel::DoTransform(const VMatrix &matrix)
|
|
{
|
|
BaseClass::DoTransform(matrix);
|
|
|
|
// rotate model angles
|
|
|
|
matrix3x4_t fRotateMatrix, fCurrentMatrix, fMatrixNew;
|
|
fRotateMatrix = matrix.As3x4();
|
|
|
|
// Light entities negate pitch again!
|
|
if ( m_bReversePitch )
|
|
{
|
|
QAngle rotAngles;
|
|
MatrixAngles(fRotateMatrix, rotAngles);
|
|
rotAngles[PITCH] *= -1;
|
|
rotAngles[ROLL] *= -1;
|
|
AngleMatrix(rotAngles, fRotateMatrix);
|
|
}
|
|
|
|
QAngle angles;
|
|
GetAngles( angles );
|
|
|
|
AngleMatrix( angles, fCurrentMatrix);
|
|
ConcatTransforms(fRotateMatrix, fCurrentMatrix, fMatrixNew);
|
|
MatrixAngles( fMatrixNew, angles );
|
|
|
|
SetAngles( angles );
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose:
|
|
// Output : int
|
|
//-----------------------------------------------------------------------------
|
|
int CMapStudioModel::GetFrame(void)
|
|
{
|
|
// TODO:
|
|
return 0;
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose:
|
|
// Input : nFrame -
|
|
//-----------------------------------------------------------------------------
|
|
void CMapStudioModel::SetFrame(int nFrame)
|
|
{
|
|
// TODO:
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: Returns the current sequence being used for rendering.
|
|
//-----------------------------------------------------------------------------
|
|
int CMapStudioModel::GetSequence(void)
|
|
{
|
|
if (!m_pStudioModel)
|
|
{
|
|
return 0;
|
|
}
|
|
return m_pStudioModel->GetSequence();
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose:
|
|
// Output : int
|
|
//-----------------------------------------------------------------------------
|
|
int CMapStudioModel::GetSequenceCount(void)
|
|
{
|
|
if (!m_pStudioModel)
|
|
{
|
|
return 0;
|
|
}
|
|
return m_pStudioModel->GetSequenceCount();
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose:
|
|
// Input : nIndex -
|
|
// szName -
|
|
//-----------------------------------------------------------------------------
|
|
void CMapStudioModel::GetSequenceName(int nIndex, char *szName)
|
|
{
|
|
if (m_pStudioModel)
|
|
{
|
|
m_pStudioModel->GetSequenceName(nIndex, szName);
|
|
}
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose:
|
|
// Input : nIndex -
|
|
//-----------------------------------------------------------------------------
|
|
void CMapStudioModel::SetSequence(int nIndex)
|
|
{
|
|
if (m_pStudioModel)
|
|
{
|
|
m_pStudioModel->SetSequence(nIndex);
|
|
}
|
|
}
|
|
|
|
|
|
int CMapStudioModel::GetSequenceIndex( const char *pSequenceName ) const
|
|
{
|
|
if ( m_pStudioModel )
|
|
{
|
|
int cnt = m_pStudioModel->GetSequenceCount();
|
|
for ( int i=0; i < cnt; i++ )
|
|
{
|
|
char name[2048];
|
|
m_pStudioModel->GetSequenceName( i, name );
|
|
if ( Q_stricmp( pSequenceName, name ) == 0 )
|
|
return i;
|
|
}
|
|
}
|
|
|
|
return -1;
|
|
}
|