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885 lines
28 KiB
885 lines
28 KiB
//========= 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 "cbase.h"
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#include "basemodel_panel.h"
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#include "activitylist.h"
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#include "animation.h"
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#include "vgui/IInput.h"
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#include "matsys_controls/manipulator.h"
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#include "bone_setup.h"
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using namespace vgui;
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extern float GetAutoPlayTime( void );
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DECLARE_BUILD_FACTORY( CBaseModelPanel );
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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CBaseModelPanel::CBaseModelPanel( vgui::Panel *pParent, const char *pName )
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: BaseClass( pParent, pName )
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, m_nActiveSequence( ACT_INVALID )
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, m_flActiveSequenceDuration( 0.f )
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{
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m_bForcePos = false;
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m_bMousePressed = false;
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m_bAllowRotation = false;
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m_bAllowPitch = false;
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m_bAllowFullManipulation = false;
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m_bApplyManipulators = false;
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m_bForcedCameraPosition = false;
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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CBaseModelPanel::~CBaseModelPanel()
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{
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}
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//-----------------------------------------------------------------------------
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// Purpose: Load in the model portion of the panel's resource file.
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//-----------------------------------------------------------------------------
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void CBaseModelPanel::ApplySettings( KeyValues *inResourceData )
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{
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BaseClass::ApplySettings( inResourceData );
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// Set whether we render to texture
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m_bRenderToTexture = inResourceData->GetBool( "render_texture", true );
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m_bUseParticle = inResourceData->GetBool( "use_particle", false );
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// Grab and set the camera FOV.
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float flFOV = GetCameraFOV();
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m_BMPResData.m_flFOV = inResourceData->GetInt( "fov", flFOV );
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SetCameraFOV( m_BMPResData.m_flFOV );
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// Do we allow rotation on these panels.
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m_bAllowRotation = inResourceData->GetBool( "allow_rot", false );
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m_bAllowPitch = inResourceData->GetBool( "allow_pitch", false );
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// Do we allow full manipulation on these panels.
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m_bAllowFullManipulation = inResourceData->GetBool( "allow_manip", false );
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// Parse our resource file and apply all necessary updates to the MDL.
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for ( KeyValues *pData = inResourceData->GetFirstSubKey() ; pData != NULL ; pData = pData->GetNextKey() )
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{
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if ( !Q_stricmp( pData->GetName(), "model" ) )
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{
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ParseModelResInfo( pData );
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}
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}
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SetMouseInputEnabled( m_bAllowFullManipulation || m_bAllowRotation || m_bAllowPitch );
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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void CBaseModelPanel::ParseModelResInfo( KeyValues *inResourceData )
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{
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m_bForcePos = ( inResourceData->GetInt( "force_pos", 0 ) == 1 );
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m_BMPResData.m_pszModelName = ReadAndAllocStringValue( inResourceData, "modelname" );
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m_BMPResData.m_pszModelName_HWM = ReadAndAllocStringValue( inResourceData, "modelname_hwm" );
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m_BMPResData.m_pszVCD = ReadAndAllocStringValue( inResourceData, "vcd" );
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m_BMPResData.m_angModelPoseRot.Init( inResourceData->GetFloat( "angles_x", 0.0f ), inResourceData->GetFloat( "angles_y", 0.0f ), inResourceData->GetFloat( "angles_z", 0.0f ) );
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m_BMPResData.m_vecOriginOffset.Init( inResourceData->GetFloat( "origin_x", 110.0 ), inResourceData->GetFloat( "origin_y", 5.0 ), inResourceData->GetFloat( "origin_z", 5.0 ) );
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m_BMPResData.m_vecFramedOriginOffset.Init( inResourceData->GetFloat( "frame_origin_x", 110.0 ), inResourceData->GetFloat( "frame_origin_y", 5.0 ), inResourceData->GetFloat( "frame_origin_z", 5.0 ) );
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m_BMPResData.m_vecViewportOffset.Init();
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m_BMPResData.m_nSkin = inResourceData->GetInt( "skin", -1 );
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m_BMPResData.m_bUseSpotlight = ( inResourceData->GetInt( "spotlight", 0 ) == 1 );
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m_angPlayer = m_BMPResData.m_angModelPoseRot;
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m_vecPlayerPos = m_BMPResData.m_vecOriginOffset;
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for ( KeyValues *pData = inResourceData->GetFirstSubKey(); pData != NULL; pData = pData->GetNextKey() )
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{
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if ( !Q_stricmp( pData->GetName(), "animation" ) )
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{
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ParseModelAnimInfo( pData );
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}
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else if ( !Q_stricmp( pData->GetName(), "attached_model" ) )
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{
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ParseModelAttachInfo( pData );
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}
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}
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SetupModelDefaults();
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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void CBaseModelPanel::ParseModelAnimInfo( KeyValues *inResourceData )
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{
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if ( !inResourceData )
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return;
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int iAnim = m_BMPResData.m_aAnimations.AddToTail();
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if ( iAnim == m_BMPResData.m_aAnimations.InvalidIndex() )
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return;
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m_BMPResData.m_aAnimations[iAnim].m_pszName = ReadAndAllocStringValue( inResourceData, "name" );
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m_BMPResData.m_aAnimations[iAnim].m_pszSequence = ReadAndAllocStringValue( inResourceData, "sequence" );
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m_BMPResData.m_aAnimations[iAnim].m_pszActivity = ReadAndAllocStringValue( inResourceData, "activity" );
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m_BMPResData.m_aAnimations[iAnim].m_bDefault = inResourceData->GetBool( "default" );
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for ( KeyValues *pAnimData = inResourceData->GetFirstSubKey(); pAnimData != NULL; pAnimData = pAnimData->GetNextKey() )
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{
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if ( !Q_stricmp( pAnimData->GetName(), "pose_parameters" ) )
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{
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m_BMPResData.m_aAnimations[iAnim].m_pPoseParameters = pAnimData->MakeCopy();
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}
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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 CBaseModelPanel::ParseModelAttachInfo( KeyValues *inResourceData )
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{
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if ( !inResourceData )
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return;
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int iAttach = m_BMPResData.m_aAttachModels.AddToTail();
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if ( iAttach == m_BMPResData.m_aAttachModels.InvalidIndex() )
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return;
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m_BMPResData.m_aAttachModels[iAttach].m_pszModelName = ReadAndAllocStringValue( inResourceData, "modelname" );
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m_BMPResData.m_aAttachModels[iAttach].m_nSkin = inResourceData->GetInt( "skin", -1 );
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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void CBaseModelPanel::SetupModelDefaults( void )
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{
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SetupModelAnimDefaults();
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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void CBaseModelPanel::SetupModelAnimDefaults( void )
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{
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// Set the move_x parameter so the run activity works
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SetPoseParameterByName( "move_x", 1.0f );
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// Verify that we have animations for this model.
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int nAnimCount = m_BMPResData.m_aAnimations.Count();
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if ( nAnimCount == 0 )
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return;
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// Find the default animation if one exists.
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int iIndex = FindDefaultAnim();
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if ( iIndex == -1 )
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return;
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SetModelAnim( iIndex );
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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int CBaseModelPanel::FindDefaultAnim( void )
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{
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int iIndex = -1;
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int nAnimCount = m_BMPResData.m_aAnimations.Count();
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for ( int iAnim = 0; iAnim < nAnimCount; ++iAnim )
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{
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if ( m_BMPResData.m_aAnimations[iAnim].m_bDefault )
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return iAnim;
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}
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return iIndex;
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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int CBaseModelPanel::FindAnimByName( const char *pszName )
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{
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int iIndex = -1;
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if ( !pszName )
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return iIndex;
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int nAnimCount = m_BMPResData.m_aAnimations.Count();
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for ( int iAnim = 0; iAnim < nAnimCount; ++iAnim )
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{
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if ( !Q_stricmp( m_BMPResData.m_aAnimations[iAnim].m_pszName, pszName ) )
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return iAnim;
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}
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return iIndex;
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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int CBaseModelPanel::FindSequenceFromActivity( CStudioHdr *pStudioHdr, const char *pszActivity )
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{
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if ( !pStudioHdr )
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return -1;
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for ( int iSeq = 0; iSeq < pStudioHdr->GetNumSeq(); ++iSeq )
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{
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mstudioseqdesc_t &seqDesc = pStudioHdr->pSeqdesc( iSeq );
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if ( !V_stricmp( seqDesc.pszActivityName(), pszActivity ) )
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{
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return iSeq;
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}
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}
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return -1;
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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void CBaseModelPanel::SetModelAnim( int iAnim )
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{
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int nAnimCount = m_BMPResData.m_aAnimations.Count();
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if ( nAnimCount == 0 || !m_BMPResData.m_aAnimations.IsValidIndex( iAnim ) )
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return;
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MDLCACHE_CRITICAL_SECTION();
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// Get the studio header of the root model.
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studiohdr_t *pStudioHdr = m_RootMDL.m_MDL.GetStudioHdr();
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if ( !pStudioHdr )
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return;
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CStudioHdr studioHdr( pStudioHdr, g_pMDLCache );
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// Do we have an activity or a sequence?
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int iSequence = ACT_INVALID;
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if ( m_BMPResData.m_aAnimations[iAnim].m_pszActivity && m_BMPResData.m_aAnimations[iAnim].m_pszActivity[0] )
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{
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iSequence = FindSequenceFromActivity( &studioHdr, m_BMPResData.m_aAnimations[iAnim].m_pszActivity );
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}
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else if ( m_BMPResData.m_aAnimations[iAnim].m_pszSequence && m_BMPResData.m_aAnimations[iAnim].m_pszSequence[0] )
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{
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iSequence = LookupSequence( &studioHdr, m_BMPResData.m_aAnimations[iAnim].m_pszSequence );
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}
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if ( iSequence != ACT_INVALID )
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{
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SetSequence( iSequence, true );
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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 CBaseModelPanel::SetMDL( MDLHandle_t handle, void *pProxyData )
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{
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MDLCACHE_CRITICAL_SECTION();
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studiohdr_t *pHdr = g_pMDLCache->GetStudioHdr( handle );
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if ( pHdr )
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{
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// SetMDL will cause the base CMdl code to set our localtoglobal indices if they aren't set.
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// We set them up here so that they're left alone by that code.
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CStudioHdr studioHdr( pHdr, g_pMDLCache );
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if (studioHdr.numflexcontrollers() > 0 && studioHdr.pFlexcontroller( LocalFlexController_t(0) )->localToGlobal == -1)
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{
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for (LocalFlexController_t i = LocalFlexController_t(0); i < studioHdr.numflexcontrollers(); i++)
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{
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int j = C_BaseFlex::AddGlobalFlexController( studioHdr.pFlexcontroller( i )->pszName() );
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studioHdr.pFlexcontroller( i )->localToGlobal = j;
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}
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}
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}
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else
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{
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handle = MDLHANDLE_INVALID;
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}
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// Clear our current sequence
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SetSequence( ACT_IDLE );
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BaseClass::SetMDL( handle, pProxyData );
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SetupModelDefaults();
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// Need to invalidate the layout so the panel will adjust is LookAt for the new model.
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InvalidateLayout();
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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void CBaseModelPanel::SetModelAnglesAndPosition( const QAngle &angRot, const Vector &vecPos )
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{
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BaseClass::SetModelAnglesAndPosition( angRot, vecPos );
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// Cache
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m_vecPlayerPos = vecPos;
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m_angPlayer = angRot;
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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void CBaseModelPanel::SetMDL( const char *pMDLName, void *pProxyData )
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{
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BaseClass::SetMDL( pMDLName, pProxyData );
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// Need to invalidate the layout so the panel will adjust is LookAt for the new model.
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// InvalidateLayout();
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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void CBaseModelPanel::PerformLayout()
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{
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BaseClass::PerformLayout();
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if ( m_bForcedCameraPosition )
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{
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return;
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}
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if ( m_bAllowFullManipulation )
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{
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// Set this to true if you want to keep the current rotation when changing models or poses
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const bool bPreserveManipulation = false;
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// Need to look at the target so we can rotate around it
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const Vector kVecFocalPoint( 0.0f, 0.0f, 60.0f );
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ResetCameraPivot();
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SetCameraOffset( -(m_vecPlayerPos + kVecFocalPoint) );
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SetCameraPositionAndAngles( kVecFocalPoint, vec3_angle, !bPreserveManipulation );
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// We want to move the player to the origin and facing the correct way,
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// but don't clobber m_angPlayer and m_vecPlayerPos, so use BaseClass.
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BaseClass::SetModelAnglesAndPosition( m_angPlayer, vec3_origin );
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// Once a manual transform has been done we want to apply it
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if ( m_bApplyManipulators )
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{
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ApplyManipulation();
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}
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else
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{
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SyncManipulation();
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}
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return;
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}
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if ( m_bForcePos )
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{
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ResetCameraPivot();
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SetCameraOffset( Vector( 0.0f, 0.0f, 0.0f ) );
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SetCameraPositionAndAngles( vec3_origin, vec3_angle );
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SetModelAnglesAndPosition( m_angPlayer, m_vecPlayerPos );
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}
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// Center and fill the frame with the model?
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if ( m_bStartFramed )
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{
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Vector vecBoundsMin, vecBoundsMax;
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if ( GetBoundingBox( vecBoundsMin, vecBoundsMax ) )
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{
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LookAtBounds( vecBoundsMin, vecBoundsMax );
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}
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}
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}
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//-----------------------------------------------------------------------------
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//-----------------------------------------------------------------------------
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void CBaseModelPanel::OnTick()
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{
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// Cycle stuff gets handled in mdlpanel::OnTick, so we want to fix up
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// what our sequence is before it gets called.
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// Check if we have a active sequence, and if it's expired and we need
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// to run our default
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if ( m_nActiveSequence != ACT_INVALID )
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{
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float flElapsedTime = GetAutoPlayTime() - m_RootMDL.m_flCycleStartTime;
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if ( flElapsedTime >= m_flActiveSequenceDuration )
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{
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m_nActiveSequence = ACT_INVALID;
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m_flActiveSequenceDuration = 0.f;
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SetupModelDefaults();
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}
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}
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BaseClass::OnTick();
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}
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//-----------------------------------------------------------------------------
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//-----------------------------------------------------------------------------
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void CBaseModelPanel::OnKeyCodePressed ( vgui::KeyCode code )
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{
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if ( m_bAllowFullManipulation )
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{
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BaseClass::OnKeyCodePressed( code );
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return;
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}
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}
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//-----------------------------------------------------------------------------
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//-----------------------------------------------------------------------------
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void CBaseModelPanel::OnKeyCodeReleased( vgui::KeyCode code )
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{
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if ( m_bAllowFullManipulation )
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{
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BaseClass::OnKeyCodeReleased( code );
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return;
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}
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}
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//-----------------------------------------------------------------------------
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//-----------------------------------------------------------------------------
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void CBaseModelPanel::OnMousePressed ( vgui::MouseCode code )
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{
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if ( m_bAllowFullManipulation )
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{
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BaseClass::OnMousePressed( code );
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return;
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}
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if ( !m_bAllowRotation && !m_bAllowPitch )
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return;
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RequestFocus();
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EnableMouseCapture( true, code );
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// Save where they clicked
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input()->GetCursorPosition( m_nClickStartX, m_nClickStartY );
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// Warp the mouse to the center of the screen
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int width, height;
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GetSize( width, height );
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int x = width / 2;
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int y = height / 2;
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int xpos = x;
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int ypos = y;
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LocalToScreen( xpos, ypos );
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input()->SetCursorPos( xpos, ypos );
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m_nManipStartX = xpos;
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m_nManipStartY = ypos;
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m_bMousePressed = true;
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}
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//-----------------------------------------------------------------------------
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//-----------------------------------------------------------------------------
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void CBaseModelPanel::OnMouseReleased( vgui::MouseCode code )
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{
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if ( m_bAllowFullManipulation )
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{
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BaseClass::OnMouseReleased( code );
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return;
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}
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if ( !m_bAllowRotation && !m_bAllowPitch )
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return;
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EnableMouseCapture( false );
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m_bMousePressed = false;
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// Restore the cursor to where the clicked
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input()->SetCursorPos( m_nClickStartX, m_nClickStartY );
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}
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//-----------------------------------------------------------------------------
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//-----------------------------------------------------------------------------
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void CBaseModelPanel::OnCursorMoved( int x, int y )
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{
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if ( m_bAllowFullManipulation )
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{
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if ( m_pCurrentManip )
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{
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m_bApplyManipulators = true;
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}
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BaseClass::OnCursorMoved( x, y );
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return;
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}
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if ( !m_bAllowRotation && !m_bAllowPitch )
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return;
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if ( m_bMousePressed )
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{
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WarpMouse( x, y );
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int xpos, ypos;
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input()->GetCursorPos( xpos, ypos );
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if ( m_bAllowRotation )
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{
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// Only want the x delta.
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float flDelta = xpos - m_nManipStartX;
|
|
|
|
|
|
// Apply the delta and rotate the player.
|
|
RotateYaw( flDelta );
|
|
}
|
|
|
|
if ( m_bAllowPitch )
|
|
{
|
|
// Only want the y delta.
|
|
float flDelta = ypos - m_nManipStartY;
|
|
|
|
|
|
// Apply the delta and rotate the player.
|
|
RotatePitch( flDelta );
|
|
}
|
|
}
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
//-----------------------------------------------------------------------------
|
|
void CBaseModelPanel::RotateYaw( float flDelta )
|
|
{
|
|
m_angPlayer.y += flDelta;
|
|
if ( m_angPlayer.y > 360.0f )
|
|
{
|
|
m_angPlayer.y = m_angPlayer.y - 360.0f;
|
|
}
|
|
else if ( m_angPlayer.y < -360.0f )
|
|
{
|
|
m_angPlayer.y = m_angPlayer.y + 360.0f;
|
|
}
|
|
|
|
SetModelAnglesAndPosition( m_angPlayer, m_vecPlayerPos );
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
//-----------------------------------------------------------------------------
|
|
void CBaseModelPanel::RotatePitch( float flDelta )
|
|
{
|
|
m_angPlayer.x += flDelta;
|
|
if ( m_angPlayer.x > m_flMaxPitch )
|
|
{
|
|
m_angPlayer.x = m_flMaxPitch;
|
|
}
|
|
else if ( m_angPlayer.x < -m_flMaxPitch )
|
|
{
|
|
m_angPlayer.x = -m_flMaxPitch;
|
|
}
|
|
|
|
SetModelAnglesAndPosition( m_angPlayer, m_vecPlayerPos );
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
//-----------------------------------------------------------------------------
|
|
Vector CBaseModelPanel::GetPlayerPos() const
|
|
{
|
|
return m_vecPlayerPos;
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
//-----------------------------------------------------------------------------
|
|
QAngle CBaseModelPanel::GetPlayerAngles() const
|
|
{
|
|
return m_angPlayer;
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
//-----------------------------------------------------------------------------
|
|
void CBaseModelPanel::PlaySequence( const char *pszSequenceName )
|
|
{
|
|
CStudioHdr studioHDR( GetStudioHdr(), g_pMDLCache );
|
|
int iSeq = ::LookupSequence( &studioHDR, pszSequenceName );
|
|
if ( iSeq != ACT_INVALID )
|
|
{
|
|
m_nActiveSequence = iSeq;
|
|
m_flActiveSequenceDuration = Studio_Duration( &studioHDR, iSeq, NULL );
|
|
SetSequence( m_nActiveSequence, true );
|
|
}
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
//-----------------------------------------------------------------------------
|
|
void CBaseModelPanel::OnMouseWheeled( int delta )
|
|
{
|
|
if ( m_bAllowFullManipulation )
|
|
{
|
|
BaseClass::OnMouseWheeled( delta );
|
|
return;
|
|
}
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: Set the camera to a distance that allows the object to fill the model panel.
|
|
//-----------------------------------------------------------------------------
|
|
void CBaseModelPanel::LookAtBounds( const Vector &vecBoundsMin, const Vector &vecBoundsMax )
|
|
{
|
|
// Get the model space render bounds.
|
|
Vector vecMin = vecBoundsMin;
|
|
Vector vecMax = vecBoundsMax;
|
|
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.
|
|
matrix3x4_t matRotation;
|
|
AngleMatrix( m_BMPResData.m_angModelPoseRot, 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_BMPResData.m_flFOV * 0.5f );
|
|
float flFOVy = CalcFovY( ( m_BMPResData.m_flFOV * 0.5f ), flW/flH );
|
|
flFOVy = DEG2RAD( flFOVy );
|
|
|
|
float flTanFOVx = tan( flFOVx );
|
|
float flTanFOVy = tan( flFOVy );
|
|
|
|
// Find the max value of x, y, or z
|
|
Vector2D dist[8];
|
|
float flDist = 0.0f;
|
|
for ( int iPoint = 0; iPoint < 8; ++iPoint )
|
|
{
|
|
float flDistY = fabs( aXFormPoints[iPoint].y / flTanFOVx ) - aXFormPoints[iPoint].x;
|
|
float flDistZ = fabs( aXFormPoints[iPoint].z / flTanFOVy ) - aXFormPoints[iPoint].x;
|
|
dist[iPoint].x = flDistY;
|
|
dist[iPoint].y = flDistZ;
|
|
float flTestDist = MAX( flDistZ, flDistY );
|
|
flDist = MAX( flDist, flTestDist );
|
|
}
|
|
|
|
// 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 );
|
|
}
|
|
|
|
// Offset the model to the be the correct distance away from the camera.
|
|
Vector vecModelPos;
|
|
vecModelPos.x = flDist - vecXFormCenter.x;
|
|
vecModelPos.y = -vecXFormCenter.y;
|
|
vecModelPos.z = -vecXFormCenter.z;
|
|
SetModelAnglesAndPosition( m_BMPResData.m_angModelPoseRot, vecModelPos );
|
|
m_vecPlayerPos = vecModelPos;
|
|
|
|
// Back project to figure out the camera offset to center the model.
|
|
Vector2D vecPanelCenter( ( flW * 0.5f ), ( flH * 0.5f ) );
|
|
Vector2D vecScreenCenter = ( vecScreenMax + vecScreenMin ) * 0.5f;
|
|
|
|
Vector2D vecPanelCenterCamera, vecScreenCenterCamera;
|
|
vecPanelCenterCamera.x = ( ( vecPanelCenter.x / flW ) * 2.0f ) - 0.5f;
|
|
vecPanelCenterCamera.y = ( ( vecPanelCenter.y / flH ) * 2.0f ) - 0.5f;
|
|
vecPanelCenterCamera.x *= ( flTanFOVx * flDist );
|
|
vecPanelCenterCamera.y *= ( flTanFOVy * flDist );
|
|
vecScreenCenterCamera.x = ( ( vecScreenCenter.x / flW ) * 2.0f ) - 0.5f;
|
|
vecScreenCenterCamera.y = ( ( vecScreenCenter.y / flH ) * 2.0f ) - 0.5f;
|
|
vecScreenCenterCamera.x *= ( flTanFOVx * flDist );
|
|
vecScreenCenterCamera.y *= ( flTanFOVy * flDist );
|
|
|
|
Vector2D vecCameraOffset( 0.0f, 0.0f );
|
|
vecCameraOffset.x = vecPanelCenterCamera.x - vecScreenCenterCamera.x;
|
|
vecCameraOffset.y = vecPanelCenterCamera.y - vecScreenCenterCamera.y;
|
|
|
|
// Clear the camera pivot and set position matrix.
|
|
ResetCameraPivot();
|
|
if (m_bAllowRotation || m_bAllowPitch )
|
|
{
|
|
vecCameraOffset.x = 0.0f;
|
|
}
|
|
SetCameraOffset( Vector( 0.0f, -vecCameraOffset.x, -vecCameraOffset.y ) );
|
|
UpdateCameraTransform();
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose:
|
|
//-----------------------------------------------------------------------------
|
|
CBaseModelPanel::particle_data_t::~particle_data_t()
|
|
{
|
|
if ( m_pParticleSystem )
|
|
{
|
|
delete m_pParticleSystem;
|
|
m_pParticleSystem = NULL;
|
|
}
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: Allocate particle data
|
|
//-----------------------------------------------------------------------------
|
|
void CBaseModelPanel::particle_data_t::UpdateControlPoints( CStudioHdr *pStudioHdr, matrix3x4_t *pWorldMatrix, const CUtlVector< int >& vecAttachments, int iDefaultBone /*= 0*/, const Vector& vecParticleOffset /*= vec3_origin*/ )
|
|
{
|
|
if ( m_pParticleSystem )
|
|
{
|
|
// Update control points which is updating the position of the particles
|
|
matrix3x4_t matAttachToWorld;
|
|
Vector vecPosition, vecForward, vecRight, vecUp;
|
|
if ( vecAttachments.Count() )
|
|
{
|
|
for ( int i = 0; i < vecAttachments.Count(); ++i )
|
|
{
|
|
const mstudioattachment_t& attach = pStudioHdr->pAttachment( vecAttachments[i] );
|
|
MatrixMultiply( pWorldMatrix[ attach.localbone ], attach.local, matAttachToWorld );
|
|
|
|
MatrixVectors( matAttachToWorld, &vecForward, &vecRight, &vecUp );
|
|
MatrixPosition( matAttachToWorld, vecPosition );
|
|
|
|
m_pParticleSystem->SetControlPointOrientation( i, vecForward, vecRight, vecUp );
|
|
m_pParticleSystem->SetControlPoint( i, vecPosition + vecParticleOffset );
|
|
}
|
|
}
|
|
else
|
|
{
|
|
matAttachToWorld = pWorldMatrix[iDefaultBone];
|
|
MatrixVectors( matAttachToWorld, &vecForward, &vecRight, &vecUp );
|
|
MatrixPosition( matAttachToWorld, vecPosition );
|
|
|
|
m_pParticleSystem->SetControlPointOrientation( 0, vecForward, vecRight, vecUp );
|
|
m_pParticleSystem->SetControlPoint( 0, vecPosition + vecParticleOffset );
|
|
}
|
|
}
|
|
|
|
m_bIsUpdateToDate = true;
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: Allocate particle data
|
|
//-----------------------------------------------------------------------------
|
|
CBaseModelPanel::particle_data_t *CBaseModelPanel::CreateParticleData( const char *pszParticleName )
|
|
{
|
|
Assert( m_bUseParticle );
|
|
if ( !m_bUseParticle )
|
|
return NULL;
|
|
|
|
CParticleCollection *pParticle = g_pParticleSystemMgr->CreateParticleCollection( pszParticleName );
|
|
if ( !pParticle )
|
|
return NULL;
|
|
|
|
particle_data_t *pData = new particle_data_t;
|
|
pData->m_bIsUpdateToDate = false;
|
|
pData->m_pParticleSystem = pParticle;
|
|
|
|
m_particleList.AddToTail( pData );
|
|
|
|
return pData;
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: remove and delete particle data
|
|
//-----------------------------------------------------------------------------
|
|
bool CBaseModelPanel::SafeDeleteParticleData( particle_data_t **pData )
|
|
{
|
|
if ( !m_bUseParticle )
|
|
return false;
|
|
|
|
if ( *pData )
|
|
{
|
|
FOR_EACH_VEC( m_particleList, i )
|
|
{
|
|
if ( *pData == m_particleList[i] )
|
|
{
|
|
delete *pData;
|
|
*pData = NULL;
|
|
m_particleList.FastRemove( i );
|
|
return true;
|
|
}
|
|
}
|
|
}
|
|
return false;
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose:
|
|
//-----------------------------------------------------------------------------
|
|
void CBaseModelPanel::PrePaint3D( IMatRenderContext *pRenderContext )
|
|
{
|
|
if ( !m_bUseParticle )
|
|
return;
|
|
|
|
// mark all effects need to be updated
|
|
FOR_EACH_VEC( m_particleList, i )
|
|
{
|
|
m_particleList[i]->m_bIsUpdateToDate = false;
|
|
}
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose:
|
|
//-----------------------------------------------------------------------------
|
|
void CBaseModelPanel::PostPaint3D( IMatRenderContext *pRenderContext )
|
|
{
|
|
if ( !m_bUseParticle )
|
|
return;
|
|
|
|
// This needs calling to reset various counters.
|
|
g_pParticleSystemMgr->SetLastSimulationTime( gpGlobals->curtime );
|
|
|
|
// Render Particles
|
|
pRenderContext->MatrixMode( MATERIAL_MODEL );
|
|
pRenderContext->PushMatrix();
|
|
pRenderContext->LoadIdentity( );
|
|
|
|
FOR_EACH_VEC( m_particleList, i )
|
|
{
|
|
if ( m_particleList[i]->m_bIsUpdateToDate )
|
|
{
|
|
m_particleList[i]->m_pParticleSystem->Simulate( gpGlobals->frametime, false );
|
|
m_particleList[i]->m_pParticleSystem->Render( pRenderContext );
|
|
m_particleList[i]->m_bIsUpdateToDate = false;
|
|
}
|
|
}
|
|
|
|
pRenderContext->MatrixMode( MATERIAL_MODEL );
|
|
pRenderContext->PopMatrix();
|
|
}
|
|
|