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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
//=============================================================================
#include "movieobjects/dmemdl.h"
#include "movieobjects/dmetransform.h"
#include "movieobjects/dmedag.h"
#include "movieobjects_interfaces.h"
#include "datamodel/dmelementfactoryhelper.h"
#include "datacache/imdlcache.h"
#include "istudiorender.h"
#include "bone_setup.h"
#include "tier3/tier3.h"
#include "tier3/mdlutils.h"
// memdbgon must be the last include file in a .cpp file!!!
#include "tier0/memdbgon.h"
//-----------------------------------------------------------------------------
// Expose this class to the scene database
//-----------------------------------------------------------------------------
IMPLEMENT_ELEMENT_FACTORY( DmeMDL, CDmeMDL );
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CDmeMDL::OnConstruction() { m_bDrawInEngine = false; // SetAttributeValueElement( "transform", CreateElement< CDmeTransform >() );
// SetAttributeValue( "mdlfilename", "models/alyx.mdl" );
m_Color.InitAndSet( this, "color", Color( 255, 255, 255, 255 ) ); m_nSkin.InitAndSet( this, "skin", 0 ); m_nBody.InitAndSet( this, "body", 0 ); m_nSequence.InitAndSet( this, "sequence", 0 ); m_nLOD.InitAndSet( this, "lod", 0 ); m_flPlaybackRate.InitAndSet( this, "playbackrate", 30.0f ); m_flTime.InitAndSet( this, "time", 0.0f ); m_vecViewTarget.Init( this, "viewTarget" ); m_bWorldSpaceViewTarget.Init( this, "worldSpaceViewTarget" ); }
void CDmeMDL::OnDestruction() { m_MDL.SetMDL( MDLHANDLE_INVALID ); }
void CDmeMDL::SetMDL( MDLHandle_t handle ) { m_MDL.SetMDL( handle );
Vector vecMins, vecMaxs; GetMDLBoundingBox( &vecMins, &vecMaxs, m_MDL.GetMDL(), m_nSequence ); Vector vecLookAt( 100.0f, 0.0f, vecMaxs.z );
m_vecViewTarget.Set( vecLookAt ); m_bWorldSpaceViewTarget = false; }
MDLHandle_t CDmeMDL::GetMDL( ) const { return m_MDL.GetMDL(); }
//-----------------------------------------------------------------------------
// Loads the model matrix based on the transform
//-----------------------------------------------------------------------------
void CDmeMDL::DrawInEngine( bool bDrawInEngine ) { m_bDrawInEngine = bDrawInEngine; }
bool CDmeMDL::IsDrawingInEngine() const { return m_bDrawInEngine; }
//-----------------------------------------------------------------------------
// Returns the bounding box for the model
//-----------------------------------------------------------------------------
void CDmeMDL::GetBoundingBox( Vector *pMins, Vector *pMaxs ) const { GetMDLBoundingBox( pMins, pMaxs, m_MDL.GetMDL(), m_nSequence );
// Rotate the root transform to make it align with DMEs
// DMEs up vector is the y axis
if ( !m_bDrawInEngine ) { Vector vecMins, vecMaxs; matrix3x4_t engineToDme; CDmeDag::EngineToDmeMatrix( engineToDme ); TransformAABB( engineToDme, *pMins, *pMaxs, vecMins, vecMaxs ); *pMins = vecMins; *pMaxs = vecMaxs; } }
//-----------------------------------------------------------------------------
// Returns the radius of the model as measured from the origin
//-----------------------------------------------------------------------------
float CDmeMDL::GetRadius() const { return GetMDLRadius( m_MDL.GetMDL(), m_nSequence ); }
//-----------------------------------------------------------------------------
// Returns a more accurate bounding sphere
//-----------------------------------------------------------------------------
void CDmeMDL::GetBoundingSphere( Vector &vecCenter, float &flRadius ) { Vector vecEngineCenter; GetMDLBoundingSphere( &vecEngineCenter, &flRadius, m_MDL.GetMDL(), m_nSequence );
// Rotate the root transform to make it align with DMEs
// DMEs up vector is the y axis
if ( !m_bDrawInEngine ) { matrix3x4_t engineToDme; CDmeDag::EngineToDmeMatrix( engineToDme ); VectorTransform( vecEngineCenter, engineToDme, vecCenter ); } else { vecCenter = vecEngineCenter; } }
//-----------------------------------------------------------------------------
// Updates the MDL rendering helper
//-----------------------------------------------------------------------------
void CDmeMDL::UpdateMDL() { m_MDL.m_Color = m_Color; m_MDL.m_nSkin = m_nSkin; m_MDL.m_nBody = m_nBody; m_MDL.m_nSequence = m_nSequence; m_MDL.m_nLOD = m_nLOD; m_MDL.m_flPlaybackRate = m_flPlaybackRate; m_MDL.m_flTime = m_flTime; m_MDL.m_vecViewTarget = m_vecViewTarget; m_MDL.m_Color = m_Color; m_MDL.m_bWorldSpaceViewTarget = m_bWorldSpaceViewTarget; }
//-----------------------------------------------------------------------------
// Draws the mesh
//-----------------------------------------------------------------------------
void CDmeMDL::Draw( const matrix3x4_t &shapeToWorld, CDmeDrawSettings *pDrawSettings /* = NULL */ ) { UpdateMDL(); studiohdr_t *pStudioHdr = m_MDL.GetStudioHdr(); if ( !pStudioHdr ) return;
// FIXME: Why is this necessary!?!?!?
CMatRenderContextPtr pRenderContext( g_pMaterialSystem ); if ( !m_bDrawInEngine ) { pRenderContext->CullMode( MATERIAL_CULLMODE_CCW ); }
matrix3x4_t *pBoneToWorld = g_pStudioRender->LockBoneMatrices( pStudioHdr->numbones ); SetUpBones( shapeToWorld, pStudioHdr->numbones, pBoneToWorld ); g_pStudioRender->UnlockBoneMatrices();
m_MDL.Draw( shapeToWorld, pBoneToWorld );
// FIXME: Why is this necessary!?!?!?
if ( !m_bDrawInEngine ) { pRenderContext->CullMode( MATERIAL_CULLMODE_CW ); } }
void CDmeMDL::SetUpBones( const matrix3x4_t& shapeToWorld, int nMaxBoneCount, matrix3x4_t *pOutputMatrices ) { UpdateMDL();
// Root transform
matrix3x4_t rootToWorld;
// Rotate the root transform to make it align with DMEs
// DMEs up vector is the y axis
if ( !m_bDrawInEngine ) { matrix3x4_t engineToDme; CDmeDag::EngineToDmeMatrix( engineToDme ); ConcatTransforms( engineToDme, shapeToWorld, rootToWorld ); } else { MatrixCopy( shapeToWorld, rootToWorld ); }
m_MDL.SetUpBones( rootToWorld, nMaxBoneCount, pOutputMatrices ); }
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