//========= Copyright © 1996-2005, Valve Corporation, All rights reserved. ============// // // Purpose: // //=============================================================================// #include "stdafx.h" #include "Box3D.h" #include "GlobalFunctions.h" #include "MapDefs.h" // dvs: For COORD_NOTINIT #include "MapDoc.h" #include "MapEntity.h" #include "MapStudioModel.h" #include "Render2D.h" #include "Render3D.h" #include "ViewerSettings.h" #include "hammer.h" #include "materialsystem/IMesh.h" #include "TextureSystem.h" #include "Material.h" #include "Options.h" #include "camera.h" #include "fadedlg.h" #include "mapdoc.h" #include "mapworld.h" // memdbgon must be the last include file in a .cpp file!!! #include #define STUDIO_RENDER_DISTANCE 400 IMPLEMENT_MAPCLASS(CMapStudioModel) float CMapStudioModel::m_fRenderDistance = STUDIO_RENDER_DISTANCE; BOOL CMapStudioModel::m_bAnimateModels = TRUE; //----------------------------------------------------------------------------- // Purpose: Factory function. Used for creating a CMapStudioModel from a set // of string parameters from the FGD file. // Input : pInfo - Pointer to helper info class which gives us information // about how to create the class. // Output : Returns a pointer to the class, NULL if an error occurs. //----------------------------------------------------------------------------- CMapClass *CMapStudioModel::CreateMapStudioModel(CHelperInfo *pHelperInfo, CMapEntity *pParent) { const char *pszModel = pHelperInfo->GetParameter(0); // // If we weren't passed a model name as an argument, get it from our parent // entity's "model" key. // if (pszModel == NULL) { pszModel = pParent->GetKeyValue("model"); } // // If we have a model name, create a studio model object. // if (pszModel != NULL) { bool bLightProp = !stricmp(pHelperInfo->GetName(), "lightprop"); bool bOrientedBounds = (bLightProp | !stricmp(pHelperInfo->GetName(), "studioprop")); return CreateMapStudioModel(pszModel, bOrientedBounds, bLightProp); } return(NULL); } //----------------------------------------------------------------------------- // Purpose: Factory function. Creates a CMapStudioModel object from a relative // path to an MDL file. // Input : pszModelPath - Relative path to the .MDL file. The path is appended // to each path in the application search path until the model is found. // bOrientedBounds - Whether the bounding box should consider the orientation of the model. // Output : Returns a pointer to the newly created CMapStudioModel object. //----------------------------------------------------------------------------- CMapStudioModel *CMapStudioModel::CreateMapStudioModel(const char *pszModelPath, bool bOrientedBounds, bool bReversePitch) { CMapStudioModel *pModel = new CMapStudioModel; pModel->m_pStudioModel = CStudioModelCache::CreateModel(pszModelPath); if ( pModel->m_pStudioModel ) { pModel->SetOrientedBounds(bOrientedBounds); pModel->ReversePitch(bReversePitch); pModel->CalcBounds(); } else { delete pModel; pModel = NULL; } return(pModel); } //----------------------------------------------------------------------------- // Purpose: Constructor. //----------------------------------------------------------------------------- CMapStudioModel::CMapStudioModel(void) { Initialize(); InitViewerSettings(); } //----------------------------------------------------------------------------- // Purpose: Destructor. Releases the studio model cache reference. //----------------------------------------------------------------------------- CMapStudioModel::~CMapStudioModel(void) { if (m_pStudioModel != NULL) { CStudioModelCache::Release(m_pStudioModel); } } //----------------------------------------------------------------------------- // Purpose: Called by the renderer before every frame to animate the models. //----------------------------------------------------------------------------- void CMapStudioModel::AdvanceAnimation(float flInterval) { if (m_bAnimateModels) { CStudioModelCache::AdvanceAnimation(flInterval); } } //----------------------------------------------------------------------------- // Purpose: // Input : bFullUpdate - //----------------------------------------------------------------------------- void CMapStudioModel::CalcBounds(BOOL bFullUpdate) { CMapClass::CalcBounds(bFullUpdate); Vector Mins(0, 0, 0); Vector Maxs(0, 0, 0); if (m_pStudioModel != NULL) { // // The 3D bounds are the bounds of the oriented model's first sequence, so that // frustum culling works properly in the 3D view. // QAngle angles; GetRenderAngles(angles); m_pStudioModel->SetAngles(angles); m_pStudioModel->ExtractBbox(m_CullBox.bmins, m_CullBox.bmaxs); if (m_bOrientedBounds) { // // Oriented bounds - the 2D bounds are the same as the 3D bounds. // Mins = m_CullBox.bmins; Maxs = m_CullBox.bmaxs; } else { // // The 2D bounds are the movement bounding box of the model, which is not affected // by the entity's orientation. This is used for character models for which we want // to render a meaningful collision box in the editor. // m_pStudioModel->ExtractMovementBbox(Mins, Maxs); } Mins += m_Origin; Maxs += m_Origin; m_CullBox.bmins += m_Origin; m_CullBox.bmaxs += m_Origin; } // // If we do not yet have a valid bounding box, use a default box. // if ((Maxs - Mins) == Vector(0, 0, 0)) { Mins = m_CullBox.bmins = m_Origin - Vector(10, 10, 10); Maxs = m_CullBox.bmaxs = m_Origin + Vector(10, 10, 10); } m_BoundingBox = m_CullBox; m_Render2DBox.UpdateBounds(Mins, Maxs); } //----------------------------------------------------------------------------- // Purpose: // Output : CMapClass //----------------------------------------------------------------------------- CMapClass *CMapStudioModel::Copy(bool bUpdateDependencies) { CMapStudioModel *pCopy = new CMapStudioModel; if (pCopy != NULL) { pCopy->CopyFrom(this, bUpdateDependencies); } return(pCopy); } //----------------------------------------------------------------------------- // Purpose: Makes this an exact duplicate of pObject. // Input : pObject - Object to copy. // Output : Returns this. //----------------------------------------------------------------------------- CMapClass *CMapStudioModel::CopyFrom(CMapClass *pObject, bool bUpdateDependencies) { Assert(pObject->IsMapClass(MAPCLASS_TYPE(CMapStudioModel))); CMapStudioModel *pFrom = (CMapStudioModel *)pObject; CMapClass::CopyFrom(pObject, bUpdateDependencies); // Create a new model instance (otherwise all models animate in the same way!) m_pStudioModel = CStudioModelCache::CreateModel( pFrom->GetModelName() ); m_Angles = pFrom->m_Angles; m_Skin = pFrom->m_Skin; m_BodyGroup = pFrom->m_BodyGroup; m_bOrientedBounds = pFrom->m_bOrientedBounds; m_bReversePitch = pFrom->m_bReversePitch; m_bPitchSet = pFrom->m_bPitchSet; m_flPitch = pFrom->m_flPitch; m_flFadeScale = pFrom->m_flFadeScale; m_flFadeMinDist = pFrom->m_flFadeMinDist; m_flFadeMaxDist = pFrom->m_flFadeMaxDist; m_ModelRenderColor = pFrom->m_ModelRenderColor; m_iSolid = pFrom->m_iSolid; return(this); } //----------------------------------------------------------------------------- // Purpose: // Input : bEnable - //----------------------------------------------------------------------------- void CMapStudioModel::EnableAnimation(BOOL bEnable) { m_bAnimateModels = bEnable; } //----------------------------------------------------------------------------- // Purpose: Returns this object's pitch, yaw, and roll. //----------------------------------------------------------------------------- void CMapStudioModel::GetAngles(QAngle &Angles) { Angles = m_Angles; if (m_bPitchSet) { Angles[PITCH] = m_flPitch; } } //----------------------------------------------------------------------------- // Purpose: Returns this object's pitch, yaw, and roll for rendering. //----------------------------------------------------------------------------- void CMapStudioModel::GetRenderAngles(QAngle &Angles) { GetAngles(Angles); if (m_bReversePitch) { Angles[PITCH] *= -1; } } //----------------------------------------------------------------------------- // Purpose: //----------------------------------------------------------------------------- void CMapStudioModel::Initialize(void) { m_Angles.Init(); m_bPitchSet = false; m_flPitch = 0; m_bReversePitch = false; m_pStudioModel = NULL; m_Skin = 0; m_BodyGroup = 0; m_ModelRenderColor.SetColor( 255, 255, 255, 255 ); m_flFadeScale = 1.0f; m_flFadeMinDist = 0.0f; m_flFadeMaxDist = 0.0f; m_iSolid = -1; } //----------------------------------------------------------------------------- // Purpose: Notifies that this object's parent entity has had a key value change. // Input : szKey - The key that changed. // szValue - The new value of the key. //----------------------------------------------------------------------------- void CMapStudioModel::OnParentKeyChanged(const char* szKey, const char* szValue) { if (!stricmp(szKey, "angles")) { sscanf(szValue, "%f %f %f", &m_Angles[PITCH], &m_Angles[YAW], &m_Angles[ROLL]); PostUpdate(Notify_Changed); } else if (!stricmp(szKey, "pitch")) { m_flPitch = atof(szValue); m_bPitchSet = true; PostUpdate(Notify_Changed); } else if (!stricmp(szKey, "skin")) { m_Skin = atoi(szValue); PostUpdate(Notify_Changed); } else if (!stricmp(szKey, "body")) { m_BodyGroup = atoi(szValue); PostUpdate(Notify_Changed); } else if (!stricmp(szKey, "fademindist")) { m_flFadeMinDist = atoi(szValue); } else if (!stricmp(szKey, "fademaxdist")) { m_flFadeMaxDist = atoi(szValue); } else if (!stricmp(szKey, "fadescale")) { m_flFadeScale = atof(szValue); } else if (!stricmp(szKey, "rendercolor")) { int r, g, b; sscanf(szValue, "%d %d %d", &r, &g, &b); m_ModelRenderColor.SetColor( r, g, b, 255 ); } else if (!stricmp(szKey, "defaultanim")) { int nSequence = GetSequenceIndex( szValue ); if ( nSequence != -1 ) { m_pStudioModel->SetSequence( nSequence ); } } else if ( !stricmp( szKey, "solid") ) { m_iSolid = atof( szValue ); } } //----------------------------------------------------------------------------- // Purpose: // Input : pRender - //----------------------------------------------------------------------------- bool CMapStudioModel::RenderPreload(CRender3D *pRender, bool bNewContext) { return(m_pStudioModel != NULL); } //----------------------------------------------------------------------------- // Draws basis vectors //----------------------------------------------------------------------------- static void DrawBasisVectors( CRender3D* pRender, const Vector &origin, const QAngle &angles) { matrix3x4_t fCurrentMatrix; AngleMatrix(angles, fCurrentMatrix); pRender->PushRenderMode( RENDER_MODE_WIREFRAME ); CMeshBuilder meshBuilder; CMatRenderContextPtr pRenderContext( MaterialSystemInterface() ); IMesh* pMesh = pRenderContext->GetDynamicMesh(); meshBuilder.Begin( pMesh, MATERIAL_LINES, 3 ); meshBuilder.Color3ub(255, 0, 0); meshBuilder.Position3f(origin[0], origin[1], origin[2]); meshBuilder.AdvanceVertex(); meshBuilder.Color3ub(255, 0, 0); meshBuilder.Position3f(origin[0] + (100 * fCurrentMatrix[0][0]), origin[1] + (100 * fCurrentMatrix[1][0]), origin[2] + (100 * fCurrentMatrix[2][0])); meshBuilder.AdvanceVertex(); meshBuilder.Color3ub(0, 255, 0); meshBuilder.Position3f(origin[0], origin[1], origin[2]); meshBuilder.AdvanceVertex(); meshBuilder.Color3ub(0, 255, 0); meshBuilder.Position3f(origin[0] + (100 * fCurrentMatrix[0][1]), origin[1] + (100 * fCurrentMatrix[1][1]), origin[2] + (100 * fCurrentMatrix[2][1])); meshBuilder.AdvanceVertex(); meshBuilder.Color3ub(0, 0, 255); meshBuilder.Position3f(origin[0], origin[1], origin[2]); meshBuilder.AdvanceVertex(); meshBuilder.Color3ub(0, 0, 255); meshBuilder.Position3f(origin[0] + (100 * fCurrentMatrix[0][2]), origin[1] + (100 * fCurrentMatrix[1][2]), origin[2] + (100 * fCurrentMatrix[2][2])); meshBuilder.AdvanceVertex(); meshBuilder.End(); pMesh->Draw(); pRender->PopRenderMode(); } //----------------------------------------------------------------------------- // It should render last if any of its materials are translucent, or if // we are previewing model fades. //----------------------------------------------------------------------------- bool CMapStudioModel::ShouldRenderLast() { return m_pStudioModel->IsTranslucent() || Options.view3d.bPreviewModelFade; } //----------------------------------------------------------------------------- // Purpose: Renders the studio model in the 2D views. // Input : pRender - Interface to the 2D renderer. //----------------------------------------------------------------------------- void CMapStudioModel::Render2D(CRender2D *pRender) { Vector vecMins; Vector vecMaxs; GetRender2DBox(vecMins, vecMaxs); Vector2D pt,pt2; pRender->TransformPoint(pt, vecMins); pRender->TransformPoint(pt2, vecMaxs); color32 rgbColor = GetRenderColor(); bool bIsEditable = IsEditable(); if (GetSelectionState() != SELECT_NONE) { pRender->SetDrawColor( GetRValue(Options.colors.clrSelection), GetGValue(Options.colors.clrSelection), GetBValue(Options.colors.clrSelection) ); pRender->SetHandleColor( GetRValue(Options.colors.clrSelection), GetGValue(Options.colors.clrSelection), GetBValue(Options.colors.clrSelection) ); } else { pRender->SetDrawColor( rgbColor.r, rgbColor.g, rgbColor.b ); pRender->SetHandleColor( rgbColor.r, rgbColor.g, rgbColor.b ); } int sizeX = abs(pt2.x-pt.x); int sizeY = abs(pt2.y-pt.y); // // Don't draw the center handle if the model is smaller than the handle cross // if ( bIsEditable && sizeX >= 8 && sizeY >= 8 && pRender->IsActiveView() ) { pRender->SetHandleStyle( HANDLE_RADIUS, CRender::HANDLE_CROSS ); pRender->DrawHandle( (vecMins+vecMaxs)/2 ); } QAngle vecAngles; GetRenderAngles(vecAngles); bool bDrawAsModel = (Options.view2d.bDrawModels && ((sizeX+sizeY) > 50)) || IsSelected() || ( pRender->IsInLocalTransformMode() && !pRender->GetInstanceRendering() ); if ( !bDrawAsModel || IsSelected() ) { // Draw the bounding box. pRender->DrawBox( vecMins, vecMaxs ); } if ( bDrawAsModel ) { // // Draw the model as wireframe. // m_pStudioModel->SetAngles(vecAngles); m_pStudioModel->SetOrigin(m_Origin[0], m_Origin[1], m_Origin[2]); m_pStudioModel->SetSkin(m_Skin); m_pStudioModel->SetBodygroups( m_BodyGroup ); if ( GetSelectionState()==SELECT_NORMAL || pRender->IsInLocalTransformMode() ) { // draw textured model half translucent m_pStudioModel->DrawModel2D(pRender, 0.6 , false ); } else { // just draw the wireframe m_pStudioModel->DrawModel2D(pRender, 1.0 , true ); } } if ( IsSelected() ) { // // Render the forward vector if the object is selected. // Vector Forward; AngleVectors(vecAngles, &Forward, NULL, NULL); pRender->SetDrawColor( 255, 255, 0 ); pRender->DrawLine(m_Origin, m_Origin + Forward * 24); } } //----------------------------------------------------------------------------- //----------------------------------------------------------------------------- float CMapStudioModel::ComputeDistanceFade( CRender3D *pRender ) { Vector vecViewPos; pRender->GetCamera()->GetViewPoint( vecViewPos ); Vector vecDelta; vecDelta = m_Origin - vecViewPos; float flMin = min(m_flFadeMinDist, m_flFadeMaxDist); float flMax = max(m_flFadeMinDist, m_flFadeMaxDist); if (flMin < 0) { flMin = flMax + flMin; if( flMin < 0 ) { flMin = 0; } } float alpha = 1.0f; if (flMax > 0) { float flDist = vecDelta.Length() * g_aFadeData[Options.view3d.nFadeMode].m_flFadeDistScale; if ( flDist > flMax ) { alpha = 0.0f; } else if ( flDist > flMin ) { alpha = RemapValClamped( flDist, flMin, flMax, 1.0f, 0 ); } } return alpha; } //----------------------------------------------------------------------------- // Computes fade from screen-space fading //----------------------------------------------------------------------------- float CMapStudioModel::ComputeScreenFadeInternal( CRender3D *pRender, float flMinSize, float flMaxSize ) { float flRadius = GetBoundingRadius(); float flPixelWidth = pRender->ComputePixelWidthOfSphere( m_Origin, flRadius ); float flAlpha = 0.0f; if ( flPixelWidth > flMinSize ) { if ( ( flMaxSize >= 0 ) && ( flPixelWidth < flMaxSize ) ) { if ( flMaxSize != flMinSize ) { flAlpha = ( flPixelWidth - flMinSize ) / ( flMaxSize - flMinSize ); flAlpha = clamp( flAlpha, 0.0f, 1.0f ); } else { flAlpha = 0.0f; } } else { flAlpha = 1.0f; } } return flAlpha; } //----------------------------------------------------------------------------- // Computes fade alpha based on distance fade + screen fade //----------------------------------------------------------------------------- float CMapStudioModel::ComputeScreenFade( CRender3D *pRender ) { return 1.0; } //----------------------------------------------------------------------------- // Computes fade alpha based on distance fade + screen fade //----------------------------------------------------------------------------- float CMapStudioModel::ComputeScreenFade( CRender3D *pRender, float flMinSize, float flMaxSize ) { CCamera *pCamera = pRender->GetCamera(); if ( !pCamera ) return 1.0f; int nWidth, nHeight; pCamera->GetViewPort( nWidth, nHeight ); float flScale = static_cast( nWidth ) / g_aFadeData[Options.view3d.nFadeMode].m_flWidth; float flMin = flMinSize * flScale; float flMax = flMaxSize * flScale; return ComputeScreenFadeInternal( pRender, flMin, flMax ); } //----------------------------------------------------------------------------- // Purpose: //----------------------------------------------------------------------------- float CMapStudioModel::ComputeLevelFade( CRender3D *pRender ) { float flAlpha = 1.0f; CMapDoc *pDoc = CMapDoc::GetActiveMapDoc(); if ( pDoc ) { CMapWorld *pWorld = pDoc->GetMapWorld(); if ( pWorld ) { // Note this isn't a bug here - look at the fgd.cfg! const char *pszValueMin = pWorld->GetKeyValue( "maxpropscreenwidth" ); const char *pszValueMax = pWorld->GetKeyValue( "minpropscreenwidth" ); if ( pszValueMin && pszValueMax ) { float flMin = atof( pszValueMin ); float flMax = atof( pszValueMax ); flAlpha = ComputeScreenFade( pRender, flMin, flMax ); } } } return flAlpha; } //----------------------------------------------------------------------------- // Purpose: //----------------------------------------------------------------------------- float CMapStudioModel::ComputeFade( CRender3D *pRender ) { // Don't fade no matter what! if ( m_flFadeScale == 0.0f ) return 1.0f; // Are we forcing a low or medium level fade? bool bForceFade = ( Options.view3d.nFadeMode == FADE_MODE_LOW || Options.view3d.nFadeMode == FADE_MODE_MED || Options.view3d.nFadeMode == FADE_MODE_360 || Options.view3d.nFadeMode == FADE_MODE_LEVEL ); // Do we have any distance fade parameters? bool bCanFade = ( m_flFadeMaxDist != 0.0f ); // Do we need to fade? if ( !bForceFade && !bCanFade ) return 1.0f; // Calculate the screen or distance fade. float flAlpha = 1.0f; if ( bCanFade ) { flAlpha = ComputeDistanceFade( pRender ); } // Calculate the medium/low fades. float flForceAlpha = 1.0f; if ( bForceFade ) { float flLevelAlpha = ComputeLevelFade( pRender ); flForceAlpha = ComputeScreenFade( pRender, g_aFadeData[Options.view3d.nFadeMode].m_flPixelMin, g_aFadeData[Options.view3d.nFadeMode].m_flPixelMax ); if ( flLevelAlpha < flForceAlpha ) { flForceAlpha = flLevelAlpha; } } if ( flAlpha < flForceAlpha ) return flAlpha; else return flForceAlpha; } //----------------------------------------------------------------------------- // 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); m_pStudioModel->SetBodygroups( m_BodyGroup ); 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, m_ModelRenderColor, 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(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: //----------------------------------------------------------------------------- int CMapStudioModel::GetMaxFrame(void) { return m_pStudioModel->GetMaxFrame(); } //----------------------------------------------------------------------------- // Purpose: // Input : nFrame - //----------------------------------------------------------------------------- void CMapStudioModel::SetFrame( int nFrame ) { m_pStudioModel->SetFrame( nFrame ); } //----------------------------------------------------------------------------- // 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; } //----------------------------------------------------------------------------- // Purpose: Calculate the bounding radius of the studio model. //----------------------------------------------------------------------------- float CMapStudioModel::GetBoundingRadius( void ) { Vector vecMin, vecMax; GetCullBox( vecMin, vecMax ); return ( vecMin.DistTo( vecMax ) * 0.5f ); } //----------------------------------------------------------------------------- // Purpose: //----------------------------------------------------------------------------- const char *CMapStudioModel::GetModelName( void ) { if ( m_pStudioModel == NULL ) return NULL; return m_pStudioModel->GetModelName(); }