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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
//=============================================================================//
#include "cbase.h"
#include <KeyValues.h>
#include <vgui/ISurface.h>
#include <vgui/ISystem.h>
#include <vgui/IScheme.h>
#include <vgui_controls/AnimationController.h>
#include <vgui_controls/EditablePanel.h>
#include <vgui_controls/ImagePanel.h>
#include <vgui/ISurface.h>
#include <vgui/IImage.h>
#include <vgui_controls/Label.h>
#include "materialsystem/imaterialsystem.h"
#include "engine/ivmodelinfo.h"
#include "c_sceneentity.h"
#include "gamestringpool.h"
#include "model_types.h"
#include "view_shared.h"
#include "view.h"
#include "ivrenderview.h"
#include "iefx.h"
#include "dlight.h"
#include "activitylist.h"
#include "basemodelpanel.h"
bool UseHWMorphModels();
using namespace vgui;
DECLARE_BUILD_FACTORY( CModelPanel );
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
CModelPanel::CModelPanel( vgui::Panel *pParent, const char *pName ) : vgui::EditablePanel( pParent, pName ) { m_nFOV = 54; m_hModel = NULL; m_pModelInfo = NULL; m_hScene = NULL; m_iDefaultAnimation = 0; m_bPanelDirty = true; m_bStartFramed = false; m_bAllowOffscreen = false;
ListenForGameEvent( "game_newmap" ); }
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
CModelPanel::~CModelPanel() { if ( m_pModelInfo ) { delete m_pModelInfo; m_pModelInfo = NULL; }
DeleteVCDData(); DeleteModelData(); }
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CModelPanel::ApplySettings( KeyValues *inResourceData ) { BaseClass::ApplySettings( inResourceData );
m_nFOV = inResourceData->GetInt( "fov", 54 ); m_bStartFramed = inResourceData->GetInt( "start_framed", false ); m_bAllowOffscreen = inResourceData->GetInt( "allow_offscreen", false );
// do we have a valid "model" section in the .res file?
for ( KeyValues *pData = inResourceData->GetFirstSubKey() ; pData != NULL ; pData = pData->GetNextKey() ) { if ( !Q_stricmp( pData->GetName(), "model" ) ) { ParseModelInfo( pData ); } } }
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CModelPanel::OnCommand( const char *command ) { if (!Q_strnicmp("animation", command, 9)) { UpdateModel(); SetSequence( command + 9 + 1 ); return; }
BaseClass::OnCommand(command); }
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CModelPanel::ParseModelInfo( KeyValues *inResourceData ) { // delete any current info
if ( m_pModelInfo ) { delete m_pModelInfo; m_pModelInfo = NULL; }
m_pModelInfo = new CModelPanelModelInfo;
if ( !m_pModelInfo ) return;
m_pModelInfo->m_pszModelName = ReadAndAllocStringValue( inResourceData, "modelname" ); m_pModelInfo->m_pszModelName_HWM = ReadAndAllocStringValue( inResourceData, "modelname_hwm" ); m_pModelInfo->m_nSkin = inResourceData->GetInt( "skin", -1 ); m_pModelInfo->m_vecAbsAngles.Init( inResourceData->GetFloat( "angles_x", 0.0 ), inResourceData->GetFloat( "angles_y", 0.0 ), inResourceData->GetFloat( "angles_z", 0.0 ) ); m_pModelInfo->m_vecOriginOffset.Init( inResourceData->GetFloat( "origin_x", 110.0 ), inResourceData->GetFloat( "origin_y", 5.0 ), inResourceData->GetFloat( "origin_z", 5.0 ) ); m_pModelInfo->m_vecFramedOriginOffset.Init( inResourceData->GetFloat( "frame_origin_x", 110.0 ), inResourceData->GetFloat( "frame_origin_y", 5.0 ), inResourceData->GetFloat( "frame_origin_z", 5.0 ) ); m_pModelInfo->m_pszVCD = ReadAndAllocStringValue( inResourceData, "vcd" ); m_pModelInfo->m_bUseSpotlight = ( inResourceData->GetInt( "spotlight", 0 ) == 1 ); m_pModelInfo->m_vecViewportOffset.Init();
for ( KeyValues *pData = inResourceData->GetFirstSubKey(); pData != NULL; pData = pData->GetNextKey() ) { if ( !Q_stricmp( pData->GetName(), "animation" ) ) { OnAddAnimation( pData ); } else if ( !Q_stricmp( pData->GetName(), "attached_model" ) ) { CModelPanelAttachedModelInfo *pAttachedModelInfo = new CModelPanelAttachedModelInfo;
if ( pAttachedModelInfo ) { pAttachedModelInfo->m_pszModelName = ReadAndAllocStringValue( pData, "modelname" ); pAttachedModelInfo->m_nSkin = pData->GetInt( "skin", -1 );
m_pModelInfo->m_AttachedModelsInfo.AddToTail( pAttachedModelInfo ); } } }
m_bPanelDirty = true; }
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CModelPanel::OnAddAnimation( KeyValues *pData ) { if ( !pData ) return;
CModelPanelModelAnimation *pAnimation = new CModelPanelModelAnimation;
if ( pAnimation ) { pAnimation->m_pszName = ReadAndAllocStringValue( pData, "name" ); pAnimation->m_pszSequence = ReadAndAllocStringValue( pData, "sequence" ); pAnimation->m_pszActivity = ReadAndAllocStringValue( pData, "activity" ); pAnimation->m_bDefault = ( pData->GetInt( "default", 0 ) == 1 );
for ( KeyValues *pAnimData = pData->GetFirstSubKey(); pAnimData != NULL; pAnimData = pAnimData->GetNextKey() ) { if ( !Q_stricmp( pAnimData->GetName(), "pose_parameters" ) ) { pAnimation->m_pPoseParameters = pAnimData->MakeCopy(); } }
m_pModelInfo->m_Animations.AddToTail( pAnimation ); if ( pAnimation->m_bDefault ) { m_iDefaultAnimation = m_pModelInfo->m_Animations.Find( pAnimation ); } } }
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CModelPanel::FireGameEvent( IGameEvent * event ) { const char *type = event->GetName();
if ( Q_strcmp( type, "game_newmap" ) == 0 ) { // force the models to re-setup themselves
m_bPanelDirty = true; } }
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CModelPanel::SetDefaultAnimation( const char *pszName ) { if ( m_pModelInfo ) { for ( int i = 0; i < m_pModelInfo->m_Animations.Count(); i++ ) { if ( m_pModelInfo->m_Animations[i] && m_pModelInfo->m_Animations[i]->m_pszName ) { if ( !Q_stricmp( m_pModelInfo->m_Animations[i]->m_pszName, pszName ) ) { m_iDefaultAnimation = i; return; } } } }
Assert( 0 ); }
//-----------------------------------------------------------------------------
// Purpose: Replaces the current model with a new one, without changing the camera settings
//-----------------------------------------------------------------------------
void CModelPanel::SwapModel( const char *pszName, const char *pszAttached ) { if ( !m_pModelInfo || !pszName || !pszName[0] ) return;
int len = Q_strlen( pszName ) + 1; char *pAlloced = new char[ len ]; Assert( pAlloced ); Q_strncpy( pAlloced, pszName, len ); m_pModelInfo->m_pszModelName = pAlloced;
ClearAttachedModelInfos();
if ( pszAttached ) { CModelPanelAttachedModelInfo *pAttachedModelInfo = new CModelPanelAttachedModelInfo; if ( pAttachedModelInfo ) { len = Q_strlen( pszAttached ) + 1; pAlloced = new char[ len ]; Assert( pAlloced ); Q_strncpy( pAlloced, pszAttached, len ); pAttachedModelInfo->m_pszModelName = pAlloced; pAttachedModelInfo->m_nSkin = 0;
m_pModelInfo->m_AttachedModelsInfo.AddToTail( pAttachedModelInfo ); } }
m_bPanelDirty = true; }
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CModelPanel::DeleteVCDData( void ) { if ( m_hScene.Get() ) { m_hScene->StopClientOnlyScene();
m_hScene->Remove(); m_hScene = NULL; } }
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CModelPanel::SetupVCD( void ) { if ( !m_pModelInfo ) return;
DeleteVCDData();
C_SceneEntity *pEnt = new class C_SceneEntity;
if ( !pEnt ) return;
if ( pEnt->InitializeAsClientEntity( "", RENDER_GROUP_OTHER ) == false ) { // we failed to initialize this entity so just return gracefully
pEnt->Remove(); return; }
// setup the handle
m_hScene = pEnt;
// setup the scene
pEnt->SetupClientOnlyScene( m_pModelInfo->m_pszVCD, m_hModel, true ); }
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CModelPanel::ClearAttachedModelInfos( void ) { if ( m_pModelInfo ) { m_pModelInfo->m_AttachedModelsInfo.PurgeAndDeleteElements(); } }
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CModelPanel::DeleteModelData( void ) { if ( m_hModel.Get() ) { m_hModel->Remove(); m_hModel = NULL; m_flFrameDistance = 0; }
for ( int i = 0 ; i < m_AttachedModels.Count() ; i++ ) { if ( m_AttachedModels[i].Get() ) { m_AttachedModels[i]->Remove(); } m_AttachedModels.Remove( i ); } }
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
const char *CModelPanel::GetModelName( void ) { if ( !m_pModelInfo ) return NULL;
// check to see if we want to use a HWM model
if ( UseHWMorphModels() ) { // do we have a valid HWM model filename
if ( m_pModelInfo->m_pszModelName_HWM && ( Q_strlen( m_pModelInfo->m_pszModelName_HWM ) > 0 ) ) { // does the file exist
model_t *pModel = (model_t *)engine->LoadModel( m_pModelInfo->m_pszModelName_HWM ); if ( pModel ) { return m_pModelInfo->m_pszModelName_HWM; } } }
return m_pModelInfo->m_pszModelName; }
void CModelPanel::SetBodyGroup( const char* pszBodyGroupName, int nGroup ) { if ( !m_pModelInfo ) return;
if ( !m_hModel.Get() ) return;
int nBodyGroupNum = m_hModel->FindBodygroupByName( pszBodyGroupName );
if ( nBodyGroupNum == -1 ) return;
m_pModelInfo->m_mapBodygroupValues.InsertOrReplace( nBodyGroupNum, nGroup ); m_bPanelDirty = true; }
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CModelPanel::SetupModel( void ) { if ( !m_pModelInfo ) return;
MDLCACHE_CRITICAL_SECTION();
// remove any current models we're using
DeleteModelData();
const char *pszModelName = GetModelName(); if ( !pszModelName || !pszModelName[0] ) return;
// create the new model
CModelPanelModel *pEnt = new CModelPanelModel;
if ( !pEnt ) return;
if ( pEnt->InitializeAsClientEntity( pszModelName, RENDER_GROUP_OPAQUE_ENTITY ) == false ) { // we failed to initialize this entity so just return gracefully
pEnt->Remove(); return; } // setup the handle
m_hModel = pEnt;
pEnt->DontRecordInTools(); pEnt->AddEffects( EF_NODRAW ); // don't let the renderer draw the model normally
if ( m_pModelInfo->m_nSkin >= 0 ) { pEnt->m_nSkin = m_pModelInfo->m_nSkin; }
FOR_EACH_MAP_FAST( m_pModelInfo->m_mapBodygroupValues, i ) { pEnt->SetBodygroup( m_pModelInfo->m_mapBodygroupValues.Key( i ), m_pModelInfo->m_mapBodygroupValues[ i ] ); }
// do we have any animation information?
if ( m_pModelInfo->m_Animations.Count() > 0 && m_pModelInfo->m_Animations.IsValidIndex( m_iDefaultAnimation ) ) { CModelPanelModelAnimation *pAnim = m_pModelInfo->m_Animations[ m_iDefaultAnimation ]; int sequence = ACT_INVALID; if ( pAnim->m_pszActivity && pAnim->m_pszActivity[0] ) { Activity activity = (Activity)ActivityList_IndexForName( pAnim->m_pszActivity ); sequence = pEnt->SelectWeightedSequence( activity ); } else if ( pAnim->m_pszSequence && pAnim->m_pszSequence[0] ) { sequence = pEnt->LookupSequence( pAnim->m_pszSequence ); } if ( sequence != ACT_INVALID ) { pEnt->ResetSequence( sequence ); pEnt->SetCycle( 0 );
if ( pAnim->m_pPoseParameters ) { for ( KeyValues *pData = pAnim->m_pPoseParameters->GetFirstSubKey(); pData != NULL; pData = pData->GetNextKey() ) { const char *pName = pData->GetName(); float flValue = pData->GetFloat(); pEnt->SetPoseParameter( pName, flValue ); } }
pEnt->m_flAnimTime = gpGlobals->curtime; } }
// setup any attached models
for ( int i = 0 ; i < m_pModelInfo->m_AttachedModelsInfo.Count() ; i++ ) { CModelPanelAttachedModelInfo *pInfo = m_pModelInfo->m_AttachedModelsInfo[i]; C_BaseAnimating *pTemp = new C_BaseAnimating;
if ( pTemp ) { if ( pTemp->InitializeAsClientEntity( pInfo->m_pszModelName, RENDER_GROUP_OPAQUE_ENTITY ) == false ) { // we failed to initialize this model so just skip it
pTemp->Remove(); continue; }
pTemp->DontRecordInTools(); pTemp->AddEffects( EF_NODRAW ); // don't let the renderer draw the model normally
pTemp->FollowEntity( m_hModel.Get() ); // attach to parent model
if ( pInfo->m_nSkin >= 0 ) { pTemp->m_nSkin = pInfo->m_nSkin; }
pTemp->m_flAnimTime = gpGlobals->curtime; m_AttachedModels.AddToTail( pTemp ); } }
CalculateFrameDistance(); }
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CModelPanel::InitCubeMaps() { ITexture *pCubemapTexture;
// Deal with the default cubemap
if ( g_pMaterialSystemHardwareConfig->GetHDREnabled() ) { pCubemapTexture = materials->FindTexture( "editor/cubemap.hdr", NULL, true ); m_DefaultHDREnvCubemap.Init( pCubemapTexture ); } else { pCubemapTexture = materials->FindTexture( "editor/cubemap", NULL, true ); m_DefaultEnvCubemap.Init( pCubemapTexture ); } }
//-----------------------------------------------------------------------------
// Purpose: If the panel is marked as dirty, update it and mark it as clean
//-----------------------------------------------------------------------------
void CModelPanel::UpdateModel() { if ( m_bPanelDirty ) { InitCubeMaps();
SetupModel();
// are we trying to play a VCD?
if ( Q_strlen( m_pModelInfo->m_pszVCD ) > 0 ) { SetupVCD(); }
m_bPanelDirty = false; } }
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CModelPanel::Paint() { BaseClass::Paint();
C_BasePlayer *pLocalPlayer = C_BasePlayer::GetLocalPlayer();
if ( !pLocalPlayer || !m_pModelInfo ) return;
MDLCACHE_CRITICAL_SECTION();
UpdateModel();
if ( !m_hModel.Get() ) return;
int i = 0; int x, y, w, h;
GetBounds( x, y, w, h ); ParentLocalToScreen( x, y );
if ( !m_bAllowOffscreen && x < 0 ) { // prevent x from being pushed off the left side of the screen
// for modes like 1280 x 1024 (prevents model from being drawn in the panel)
x = 0; }
Vector vecExtraModelOffset( 0, 0, 0 ); float flWidthRatio = ((float)w / (float)h ) / ( 4.0f / 3.0f );
// is this a player model?
if ( Q_strstr( GetModelName(), "models/player/" ) ) { // need to know if the ratio is not 4/3
// HACK! HACK! to get our player models to appear the way they do in 4/3 if we're using other aspect ratios
if ( flWidthRatio > 1.05f ) { vecExtraModelOffset.Init( -60, 0, 0 ); } else if ( flWidthRatio < 0.95f ) { vecExtraModelOffset.Init( 15, 0, 0 ); } }
m_hModel->SetAbsOrigin( m_pModelInfo->m_vecOriginOffset + vecExtraModelOffset ); m_hModel->SetAbsAngles( QAngle( m_pModelInfo->m_vecAbsAngles.x, m_pModelInfo->m_vecAbsAngles.y, m_pModelInfo->m_vecAbsAngles.z ) );
// do we have a valid sequence?
if ( m_hModel->GetSequence() != -1 ) { m_hModel->FrameAdvance( gpGlobals->frametime ); }
CMatRenderContextPtr pRenderContext( materials ); // figure out what our viewport is right now
int viewportX, viewportY, viewportWidth, viewportHeight; pRenderContext->GetViewport( viewportX, viewportY, viewportWidth, viewportHeight );
// Now draw it.
CViewSetup view; view.x = x + m_pModelInfo->m_vecViewportOffset.x + viewportX; // we actually want to offset by the
view.y = y + m_pModelInfo->m_vecViewportOffset.y + viewportY; // viewport origin here because Push3DView expects global coords below
view.width = w; view.height = h;
view.m_bOrtho = false;
// scale the FOV for aspect ratios other than 4/3
view.fov = ScaleFOVByWidthRatio( m_nFOV, flWidthRatio );
view.origin = vec3_origin; view.angles.Init(); view.zNear = VIEW_NEARZ; view.zFar = 1000;
// Not supported by queued material system - doesn't appear to be necessary
// ITexture *pLocalCube = pRenderContext->GetLocalCubemap();
if ( g_pMaterialSystemHardwareConfig->GetHDREnabled() ) { pRenderContext->BindLocalCubemap( m_DefaultHDREnvCubemap ); } else { pRenderContext->BindLocalCubemap( m_DefaultEnvCubemap ); }
pRenderContext->SetLightingOrigin( vec3_origin ); pRenderContext->SetAmbientLight( 0.4, 0.4, 0.4 );
static Vector white[6] = { Vector( 0.4, 0.4, 0.4 ), Vector( 0.4, 0.4, 0.4 ), Vector( 0.4, 0.4, 0.4 ), Vector( 0.4, 0.4, 0.4 ), Vector( 0.4, 0.4, 0.4 ), Vector( 0.4, 0.4, 0.4 ), };
g_pStudioRender->SetAmbientLightColors( white ); g_pStudioRender->SetLocalLights( 0, NULL );
if ( m_pModelInfo->m_bUseSpotlight ) { Vector vecMins, vecMaxs; m_hModel->GetRenderBounds( vecMins, vecMaxs ); LightDesc_t spotLight( vec3_origin + Vector( 0, 0, 200 ), Vector( 1, 1, 1 ), m_hModel->GetAbsOrigin() + Vector( 0, 0, ( vecMaxs.z - vecMins.z ) * 0.75 ), 0.035, 0.873 ); g_pStudioRender->SetLocalLights( 1, &spotLight ); }
Frustum dummyFrustum; render->Push3DView( view, 0, NULL, dummyFrustum );
modelrender->SuppressEngineLighting( true ); float color[3] = { 1.0f, 1.0f, 1.0f }; render->SetColorModulation( color ); render->SetBlend( 1.0f ); m_hModel->DrawModel( STUDIO_RENDER );
for ( i = 0 ; i < m_AttachedModels.Count() ; i++ ) { if ( m_AttachedModels[i].Get() ) { m_AttachedModels[i]->DrawModel( STUDIO_RENDER ); } }
modelrender->SuppressEngineLighting( false ); render->PopView( dummyFrustum );
pRenderContext->BindLocalCubemap( NULL );
/*
vgui::surface()->DrawSetColor( Color(0,0,0,255) ); vgui::surface()->DrawOutlinedRect( 0,0, GetWide(), GetTall() ); */ }
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
int CModelPanel::FindAnimByName( const char *pszName ) { // first try to find the sequence using pszName as the friendly name
for ( int iIndex = 0 ; iIndex < m_pModelInfo->m_Animations.Count() ; iIndex++ ) { CModelPanelModelAnimation *pAnimation = m_pModelInfo->m_Animations[ iIndex ]; if ( FStrEq( pAnimation->m_pszName, pszName ) ) return iIndex; }
return -1; }
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
bool CModelPanel::SetSequence( const char *pszName ) { bool bRetVal = false; const char *pszAnim = NULL;
MDLCACHE_CRITICAL_SECTION();
if ( m_pModelInfo ) { int iIndex = FindAnimByName(pszName); if ( iIndex != -1 ) { pszAnim = m_pModelInfo->m_Animations[iIndex]->m_pszSequence; } else { // if not, just use the passed name as the sequence
pszAnim = pszName; }
if ( m_hModel.Get() ) { int sequence = m_hModel->LookupSequence( pszAnim ); if ( sequence != ACT_INVALID ) { m_hModel->ResetSequence( sequence ); m_hModel->SetCycle( 0 );
bRetVal = true; } } }
return bRetVal; }
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CModelPanel::SetSkin( int nSkin ) { if ( m_pModelInfo ) { m_pModelInfo->m_nSkin = nSkin; m_bPanelDirty = true; } }
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CModelPanel::OnSetAnimation( KeyValues *data ) { UpdateModel();
// If there's no model, these commands will be ignored.
Assert(m_hModel);
if ( data ) { const char *pszAnimation = data->GetString( "animation", "" ); const char *pszActivity = data->GetString( "activity", "" ); if ( pszActivity && pszActivity[0] ) { if ( m_hModel ) { int iIndex = FindAnimByName(pszActivity); if ( iIndex != -1 ) { pszActivity = m_pModelInfo->m_Animations[iIndex]->m_pszActivity; }
Activity activity = (Activity)ActivityList_IndexForName( pszActivity ); int sequence = m_hModel->SelectWeightedSequence( activity ); if ( sequence != ACT_INVALID ) { m_hModel->ResetSequence( sequence ); m_hModel->SetCycle( 0 ); } } } else { SetSequence( pszAnimation ); } } }
void CModelPanel::CalculateFrameDistanceInternal( const model_t *pModel ) { // Get the model space render bounds.
Vector vecMin, vecMax; modelinfo->GetModelRenderBounds( pModel, vecMin, vecMax ); Vector vecCenter = ( vecMax + vecMin ) * 0.5f; vecMin -= vecCenter; vecMax -= vecCenter;
// Get the bounds points and transform them by the desired model panel rotation.
Vector aBoundsPoints[8]; aBoundsPoints[0].Init( vecMax.x, vecMax.y, vecMax.z ); aBoundsPoints[1].Init( vecMin.x, vecMax.y, vecMax.z ); aBoundsPoints[2].Init( vecMax.x, vecMin.y, vecMax.z ); aBoundsPoints[3].Init( vecMin.x, vecMin.y, vecMax.z ); aBoundsPoints[4].Init( vecMax.x, vecMax.y, vecMin.z ); aBoundsPoints[5].Init( vecMin.x, vecMax.y, vecMin.z ); aBoundsPoints[6].Init( vecMax.x, vecMin.y, vecMin.z ); aBoundsPoints[7].Init( vecMin.x, vecMin.y, vecMin.z );
// Translated center point (offset from camera center).
Vector vecTranslateCenter = -vecCenter;
// Build the rotation matrix.
QAngle angPanelAngles( m_pModelInfo->m_vecAbsAngles.x, m_pModelInfo->m_vecAbsAngles.y, m_pModelInfo->m_vecAbsAngles.z ); matrix3x4_t matRotation; AngleMatrix( angPanelAngles, matRotation );
Vector aXFormPoints[8]; for ( int iPoint = 0; iPoint < 8; ++iPoint ) { VectorTransform( aBoundsPoints[iPoint], matRotation, aXFormPoints[iPoint] ); }
Vector vecXFormCenter; VectorTransform( -vecTranslateCenter, matRotation, vecXFormCenter );
int w, h; GetSize( w, h ); float flW = (float)w; float flH = (float)h;
float flFOVx = DEG2RAD( m_nFOV * 0.5f ); float flFOVy = CalcFovY( ( m_nFOV * 0.5f ), flW/flH ); flFOVy = DEG2RAD( flFOVy );
float flTanFOVx = tan( flFOVx ); float flTanFOVy = tan( flFOVy );
// Find the max value of x, y, or z
float flDist = 0.0f; for ( int iPoint = 0; iPoint < 8; ++iPoint ) { float flDistZ = fabs( aXFormPoints[iPoint].z / flTanFOVy - aXFormPoints[iPoint].x ); float flDistY = fabs( aXFormPoints[iPoint].y / flTanFOVx - aXFormPoints[iPoint].x ); float flTestDist = MAX( flDistZ, flDistY ); flDist = MAX( flDist, flTestDist ); }
// Scale the object down by 10%.
flDist *= 1.10f;
// Add the framing offset.
vecXFormCenter += m_pModelInfo->m_vecFramedOriginOffset;
// Zoom to the frame distance
m_pModelInfo->m_vecOriginOffset.x = flDist - vecXFormCenter.x; m_pModelInfo->m_vecOriginOffset.y = -vecXFormCenter.y; m_pModelInfo->m_vecOriginOffset.z = -vecXFormCenter.z;
// Screen space points.
Vector2D aScreenPoints[8]; Vector aCameraPoints[8]; for ( int iPoint = 0; iPoint < 8; ++iPoint ) { aCameraPoints[iPoint] = aXFormPoints[iPoint]; aCameraPoints[iPoint].x += flDist;
aScreenPoints[iPoint].x = aCameraPoints[iPoint].y / ( flTanFOVx * aCameraPoints[iPoint].x ); aScreenPoints[iPoint].y = aCameraPoints[iPoint].z / ( flTanFOVy * aCameraPoints[iPoint].x );
aScreenPoints[iPoint].x = ( aScreenPoints[iPoint].x * 0.5f + 0.5f ) * flW; aScreenPoints[iPoint].y = ( aScreenPoints[iPoint].y * 0.5f + 0.5f ) * flH; }
// Find the min/max and center of the 2D bounding box of the object.
Vector2D vecScreenMin( 99999.0f, 99999.0f ), vecScreenMax( -99999.0f, -99999.0f ); for ( int iPoint = 0; iPoint < 8; ++iPoint ) { vecScreenMin.x = MIN( vecScreenMin.x, aScreenPoints[iPoint].x ); vecScreenMin.y = MIN( vecScreenMin.y, aScreenPoints[iPoint].y ); vecScreenMax.x = MAX( vecScreenMax.x, aScreenPoints[iPoint].x ); vecScreenMax.y = MAX( vecScreenMax.y, aScreenPoints[iPoint].y ); }
vecScreenMin.x = clamp( vecScreenMin.x, 0.0f, flW ); vecScreenMin.y = clamp( vecScreenMin.y, 0.0f, flH ); vecScreenMax.x = clamp( vecScreenMax.x, 0.0f, flW ); vecScreenMax.y = clamp( vecScreenMax.y, 0.0f, flH );
// Offset the view port based on the calculated model 2D center and the center of the viewport.
Vector2D vecScreenCenter = ( vecScreenMax + vecScreenMin ) * 0.5f; m_pModelInfo->m_vecViewportOffset.x = -( ( flW * 0.5f ) - vecScreenCenter.x ); m_pModelInfo->m_vecViewportOffset.y = -( ( flH * 0.5f ) - vecScreenCenter.y ); }
//-----------------------------------------------------------------------------
// Purpose: Calculates the distance the camera should be at to frame the model on the screen.
//-----------------------------------------------------------------------------
void CModelPanel::CalculateFrameDistance( void ) { m_flFrameDistance = 0; if ( !m_hModel ) return;
// Compute a bounding radius for the model
const model_t *mod = modelinfo->GetModel( m_hModel->GetModelIndex() ); if ( !mod ) return;
if ( m_bStartFramed ) { CalculateFrameDistanceInternal( mod ); } }
//-----------------------------------------------------------------------------
// Purpose: Moves the camera forward/backward along the current view angle to
// frame the model on the screen.
//-----------------------------------------------------------------------------
void CModelPanel::ZoomToFrameDistance( void ) { if ( !m_flFrameDistance || !m_hModel ) return;
const model_t *mod = modelinfo->GetModel( m_hModel->GetModelIndex() ); if ( !mod ) return;
// Move the model to the midpoint
Vector mins, maxs, vecModelCenter; modelinfo->GetModelRenderBounds( mod, mins, maxs ); VectorLerp( mins, maxs, 0.5f, vecModelCenter );
vecModelCenter += m_pModelInfo->m_vecFramedOriginOffset;
// Zoom to the frame distance
m_pModelInfo->m_vecOriginOffset.x = m_flFrameDistance; m_pModelInfo->m_vecOriginOffset.y = -vecModelCenter.y; m_pModelInfo->m_vecOriginOffset.z = -vecModelCenter.z; }
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