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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
//=============================================================================
#ifndef MDLPANEL_H
#define MDLPANEL_H
#ifdef _WIN32
#pragma once
#endif
#include "vgui_controls/Panel.h"
#include "datacache/imdlcache.h"
#include "materialsystem/MaterialSystemUtil.h"
#include "matsys_controls/potterywheelpanel.h"
#include "tier3/mdlutils.h"
//-----------------------------------------------------------------------------
// Forward declarations
//-----------------------------------------------------------------------------
namespace vgui { class IScheme; }
//
struct MDLAnimEventState_t { int m_nEventSequence; float m_flPrevEventCycle; };
//-----------------------------------------------------------------------------
// MDL Viewer Panel
//-----------------------------------------------------------------------------
class CMDLPanel : public CPotteryWheelPanel { DECLARE_CLASS_SIMPLE( CMDLPanel, CPotteryWheelPanel );
public: // constructor, destructor
CMDLPanel( vgui::Panel *pParent, const char *pName ); virtual ~CMDLPanel();
// Overriden methods of vgui::Panel
virtual void ApplySchemeSettings( vgui::IScheme *pScheme );
virtual void OnTick();
virtual void Paint();
// Sets the current mdl
virtual void SetMDL( MDLHandle_t handle, void *pProxyData = NULL ); virtual void SetMDL( const char *pMDLName, void *pProxyData = NULL );
// Sets the camera to look at the model
void LookAtMDL( );
// Sets the current LOD
void SetLOD( int nLOD );
// Sets the current sequence
void SetSequence( int nSequence, bool bResetSequence = false );
// Set the pose parameters
void SetPoseParameters( const float *pPoseParameters, int nCount ); bool SetPoseParameterByName( const char *pszName, float fValue );
// Set the overlay sequence layers
void SetSequenceLayers( const MDLSquenceLayer_t *pSequenceLayers, int nCount );
void SetCollsionModel( bool bVisible ); void SetGroundGrid( bool bVisible ); void SetWireFrame( bool bVisible ); void SetLockView( bool bLocked ); void SetSkin( int nSkin ); void SetLookAtCamera( bool bLookAtCamera ); void SetIgnoreDoubleClick( bool bState ); void SetThumbnailSafeZone( bool bVisible );
// Bounds.
bool GetBoundingBox( Vector &vecBoundsMin, Vector &vecBoundsMax ); bool GetBoundingSphere( Vector &vecCenter, float &flRadius );
virtual void SetModelAnglesAndPosition( const QAngle &angRot, const Vector &vecPos );
// Attached models.
void SetMergeMDL( MDLHandle_t handle, void *pProxyData = NULL, int nSkin = -1 ); MDLHandle_t SetMergeMDL( const char *pMDLName, void *pProxyData = NULL, int nSkin = -1 ); int GetMergeMDLIndex( void *pProxyData ); int GetMergeMDLIndex( MDLHandle_t handle ); CMDL *GetMergeMDL(MDLHandle_t handle ); void ClearMergeMDLs( void );
virtual void SetupFlexWeights( void ) { return; }
// Events
void DoAnimationEvents(); void DoAnimationEvents( CStudioHdr *pStudioHdr, int nSeqNum, float flTime, bool bNoLoop, MDLAnimEventState_t *pEventState ); virtual void FireEvent( const char *pszEventName, const char *pszEventOptions ); void ResetAnimationEventState( MDLAnimEventState_t *pEventState );
protected:
virtual void SetupRenderState( int nDisplayWidth, int nDisplayHeight ) OVERRIDE;
struct MDLData_t { CMDL m_MDL; matrix3x4_t m_MDLToWorld; bool m_bDisabled; float m_flCycleStartTime; };
MDLData_t m_RootMDL; CUtlVector<MDLData_t> m_aMergeMDLs;
static const int MAX_SEQUENCE_LAYERS = 8; int m_nNumSequenceLayers; MDLSquenceLayer_t m_SequenceLayers[ MAX_SEQUENCE_LAYERS ];
MDLAnimEventState_t m_EventState; MDLAnimEventState_t m_SequenceLayerEventState[ MAX_SEQUENCE_LAYERS ];
private: // paint it!
virtual void OnPaint3D(); virtual void PrePaint3D( IMatRenderContext *pRenderContext ) { }; virtual void PostPaint3D( IMatRenderContext *pRenderContext ) { }; virtual void RenderingRootModel( IMatRenderContext *pRenderContext, CStudioHdr *pStudioHdr, MDLHandle_t mdlHandle, matrix3x4_t *pWorldMatrix ) { }; virtual void RenderingMergedModel( IMatRenderContext *pRenderContext, CStudioHdr *pStudioHdr, MDLHandle_t mdlHandle, matrix3x4_t *pWorldMatrix ) { }; virtual IMaterial* GetOverrideMaterial( MDLHandle_t mdlHandle ) { return NULL; }
void OnMouseDoublePressed( vgui::MouseCode code );
void DrawCollisionModel(); void UpdateStudioRenderConfig( void );
CTextureReference m_DefaultEnvCubemap; CTextureReference m_DefaultHDREnvCubemap;
bool m_bDrawCollisionModel : 1; bool m_bGroundGrid : 1; bool m_bLockView : 1; bool m_bWireFrame : 1; bool m_bLookAtCamera : 1; bool m_bIgnoreDoubleClick : 1; bool m_bThumbnailSafeZone : 1;
float m_PoseParameters[ MAXSTUDIOPOSEPARAM ]; };
#endif // MDLPANEL_H
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