Team Fortress 2 Source Code as on 22/4/2020
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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;
}