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254 lines
6.3 KiB
254 lines
6.3 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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#ifndef BASEMODEL_PANEL_H
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#define BASEMODEL_PANEL_H
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#ifdef _WIN32
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#pragma once
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#endif
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#include "matsys_controls/mdlpanel.h"
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//-----------------------------------------------------------------------------
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// Resource file data used in posing the model inside of the model panel.
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//-----------------------------------------------------------------------------
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struct BMPResAnimData_t
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{
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const char *m_pszName;
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const char *m_pszSequence;
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const char *m_pszActivity;
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KeyValues *m_pPoseParameters;
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bool m_bDefault;
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BMPResAnimData_t()
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{
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m_pszName = NULL;
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m_pszSequence = NULL;
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m_pszActivity = NULL;
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m_pPoseParameters = NULL;
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m_bDefault = false;
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}
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~BMPResAnimData_t()
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{
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if ( m_pszName && m_pszName[0] )
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{
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delete [] m_pszName;
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m_pszName = NULL;
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}
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if ( m_pszSequence && m_pszSequence[0] )
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{
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delete [] m_pszSequence;
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m_pszSequence = NULL;
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}
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if ( m_pszActivity && m_pszActivity[0] )
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{
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delete [] m_pszActivity;
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m_pszActivity = NULL;
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}
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if ( m_pPoseParameters )
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{
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m_pPoseParameters->deleteThis();
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m_pPoseParameters = NULL;
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}
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}
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};
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struct BMPResAttachData_t
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{
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const char *m_pszModelName;
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int m_nSkin;
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BMPResAttachData_t()
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{
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m_pszModelName = NULL;
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m_nSkin = 0;
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}
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~BMPResAttachData_t()
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{
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if ( m_pszModelName && m_pszModelName[0] )
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{
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delete [] m_pszModelName;
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m_pszModelName = NULL;
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}
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}
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};
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struct BMPResData_t
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{
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float m_flFOV;
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const char *m_pszModelName;
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const char *m_pszModelName_HWM;
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const char *m_pszVCD;
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QAngle m_angModelPoseRot;
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Vector m_vecOriginOffset;
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Vector m_vecFramedOriginOffset;
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Vector2D m_vecViewportOffset;
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int m_nSkin;
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bool m_bUseSpotlight;
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CUtlVector<BMPResAnimData_t> m_aAnimations;
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CUtlVector<BMPResAttachData_t> m_aAttachModels;
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BMPResData_t()
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{
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m_flFOV = 0.0f;
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m_pszModelName = NULL;
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m_pszModelName_HWM = NULL;
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m_pszVCD = NULL;
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m_angModelPoseRot.Init();
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m_vecOriginOffset.Init();
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m_vecFramedOriginOffset.Init();
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m_vecViewportOffset.Init();
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m_nSkin = 0;
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m_bUseSpotlight = false;
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}
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~BMPResData_t()
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{
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if ( m_pszModelName && m_pszModelName[0] )
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{
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delete [] m_pszModelName;
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m_pszModelName = NULL;
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}
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if ( m_pszModelName_HWM && m_pszModelName_HWM[0] )
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{
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delete [] m_pszModelName_HWM;
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m_pszModelName_HWM = NULL;
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}
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if ( m_pszVCD && m_pszVCD[0] )
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{
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delete [] m_pszVCD;
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m_pszVCD = NULL;
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}
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m_aAnimations.Purge();
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m_aAttachModels.Purge();
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}
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};
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//-----------------------------------------------------------------------------
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// Base Model Panel
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//
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// ...vgui::Panel |--> vgui
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// +->vgui::EditablePanel |
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// +->PotterWheelPanel |--> matsys_controls
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// +->MDLPanel |
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// +->BaseModelPanel |--> game_controls, client.dll
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//
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//-----------------------------------------------------------------------------
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class CBaseModelPanel : public CMDLPanel
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{
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DECLARE_CLASS_SIMPLE( CBaseModelPanel, CMDLPanel );
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public:
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// Constructor, Destructor.
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CBaseModelPanel( vgui::Panel *pParent, const char *pName );
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virtual ~CBaseModelPanel();
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// Overridden mdlpanel.h
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virtual void SetMDL( MDLHandle_t handle, void *pProxyData = NULL );
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virtual void SetMDL( const char *pMDLName, void *pProxyData = NULL );
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virtual void SetModelAnglesAndPosition( const QAngle &angRot, const Vector &vecPos );
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// Overridden methods of vgui::Panel
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virtual void ApplySettings( KeyValues *inResourceData );
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virtual void PerformLayout();
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virtual void OnTick() OVERRIDE;
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// Animation.
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int FindDefaultAnim( void );
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int FindAnimByName( const char *pszName );
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void SetModelAnim( int iAnim );
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// Manipulation.
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virtual void OnKeyCodePressed ( vgui::KeyCode code );
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virtual void OnKeyCodeReleased( vgui::KeyCode code );
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virtual void OnMousePressed ( vgui::MouseCode code );
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virtual void OnMouseReleased( vgui::MouseCode code );
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virtual void OnCursorMoved( int x, int y );
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virtual void OnMouseWheeled( int delta );
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studiohdr_t* GetStudioHdr( void ) { return m_RootMDL.m_MDL.GetStudioHdr(); }
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void SetBody( unsigned int nBody ) { m_RootMDL.m_MDL.m_nBody = nBody; }
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void RotateYaw( float flDelta );
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void RotatePitch( float flDelta );
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Vector GetPlayerPos() const;
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QAngle GetPlayerAngles() const;
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void PlaySequence( const char *pszSequenceName );
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void LookAtBounds( const Vector &vecBoundsMin, const Vector &vecBoundsMax );
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// Set to true if external code has set a specific camera position that shouldn't be clobbered by layout
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void SetForcedCameraPosition( bool bForcedCameraPosition ) { m_bForcedCameraPosition = bForcedCameraPosition; }
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int FindSequenceFromActivity( CStudioHdr *pStudioHdr, const char *pszActivity );
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protected:
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// Resource file data.
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void ParseModelResInfo( KeyValues *inResourceData );
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void ParseModelAnimInfo( KeyValues *inResourceData );
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void ParseModelAttachInfo( KeyValues *inResourceData );
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void SetupModelDefaults( void );
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void SetupModelAnimDefaults( void );
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public:
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BMPResData_t m_BMPResData; // Base model panel data set in the .res file.
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QAngle m_angPlayer;
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Vector m_vecPlayerPos;
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protected:
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bool m_bForcePos;
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bool m_bMousePressed;
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bool m_bAllowRotation;
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bool m_bAllowPitch;
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bool m_bAllowFullManipulation;
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bool m_bApplyManipulators;
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bool m_bForcedCameraPosition;
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int m_nActiveSequence;
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float m_flActiveSequenceDuration;
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// VGUI script accessible variables.
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CPanelAnimationVar( bool, m_bStartFramed, "start_framed", "0" );
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CPanelAnimationVar( bool, m_bDisableManipulation, "disable_manipulation", "0" );
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CPanelAnimationVar( bool, m_bUseParticle, "use_particle", "0" );
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CPanelAnimationVar( float, m_flMaxPitch, "max_pitch", "90" );
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struct particle_data_t
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{
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~particle_data_t();
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void UpdateControlPoints( CStudioHdr *pStudioHdr, matrix3x4_t *pWorldMatrix, const CUtlVector< int >& vecAttachments, int iDefaultBone = 0, const Vector& vecParticleOffset = vec3_origin );
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bool m_bIsUpdateToDate;
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CParticleCollection *m_pParticleSystem;
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};
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CUtlVector< particle_data_t* > m_particleList;
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particle_data_t *CreateParticleData( const char *pszParticleName );
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bool SafeDeleteParticleData( particle_data_t **pData );
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virtual void PrePaint3D( IMatRenderContext *pRenderContext ) OVERRIDE;
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virtual void PostPaint3D( IMatRenderContext *pRenderContext ) OVERRIDE;
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};
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#endif // BASEMODEL_PANEL_H
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