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147 lines
4.5 KiB
147 lines
4.5 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 MAPSTUDIOMODEL_H
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#define MAPSTUDIOMODEL_H
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#ifdef _WIN32
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#pragma once
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#endif
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#include "MapHelper.h"
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#include "StudioModel.h"
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class CRender2D;
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class CRender3D;
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class CMapStudioModel : public CMapHelper
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{
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public:
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//
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// Factories.
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//
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static CMapClass *CreateMapStudioModel(CHelperInfo *pHelperInfo, CMapEntity *pParent);
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static CMapStudioModel *CreateMapStudioModel(const char *pszModelPath, bool bOrientedBBox, bool bReversePitch);
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static void AdvanceAnimation(float flInterval);
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//
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// Construction/destruction:
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//
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CMapStudioModel(void);
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~CMapStudioModel(void);
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DECLARE_MAPCLASS(CMapStudioModel,CMapHelper)
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void CalcBounds(BOOL bFullUpdate = FALSE);
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virtual CMapClass *Copy(bool bUpdateDependencies);
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virtual CMapClass *CopyFrom(CMapClass *pFrom, bool bUpdateDependencies);
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void Initialize(void);
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void Render2D(CRender2D *pRender);
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void Render3D(CRender3D *pRender);
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void GetAngles(QAngle& pfAngles);
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void SetAngles(QAngle& fAngles);
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void OnParentKeyChanged(const char* szKey, const char* szValue);
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bool RenderPreload(CRender3D *pRender, bool bNewContext);
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int SerializeRMF(std::fstream &File, BOOL bRMF);
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int SerializeMAP(std::fstream &File, BOOL bRMF);
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static void SetRenderDistance(float fRenderDistance);
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static void EnableAnimation(BOOL bEnable);
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bool IsVisualElement(void) { return(true); }
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bool ShouldRenderLast();
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const char* GetDescription() { return("Studio model"); }
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int GetFrame(void);
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void SetFrame(int nFrame);
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int GetSequence(void);
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int GetSequenceCount(void);
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void GetSequenceName(int nIndex, char *szName);
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void SetSequence(int nIndex);
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// Returns the index of the sequence (does a case-insensitive search).
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// Returns -1 if the sequence doesn't exist.
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int GetSequenceIndex( const char *pSequenceName ) const;
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protected:
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inline float ComputeFade( CRender3D *pRender ) const;
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inline float ComputeDistanceFade( CRender3D *pRender ) const;
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inline float ComputeScreenFade( CRender3D *pRender ) const;
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void GetRenderAngles(QAngle &Angles);
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//
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// Implements CMapAtom transformation functions.
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//
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void DoTransform(const VMatrix &matrix);
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inline void ReversePitch(bool bReversePitch);
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inline void SetOrientedBounds(bool bOrientedBounds);
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StudioModel *m_pStudioModel; // Pointer to a studio model in the model cache.
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QAngle m_Angles; // Euler angles of this studio model.
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float m_flPitch; // Pitch (stored separately for lights -- yuck!)
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bool m_bPitchSet;
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int m_Skin; // the model skin
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bool m_bOrientedBounds; // Whether the bounding box should consider the orientation of the model.
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// Note that this is not a true oriented bounding box, but an axial box
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// indicating the extents of the oriented model.
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bool m_bReversePitch; // Lights negate pitch, so models representing light sources in Hammer
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// must do so as well.
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bool m_bScreenSpaceFade; // If true, min & max dist are pixel size in screen space.
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float m_flFadeScale; // Multiplied by distance to camera before calculating fade.
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float m_flFadeMinDist; // The distance/pixels at which this model is fully visible.
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float m_flFadeMaxDist; // The distance/pixels at which this model is fully invisible.
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int m_iSolid; // The collision setting of this model: 0 = not solid, 2 = bounding box, 6 = vphysics
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//
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// Data that is common to all studio models.
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//
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static float m_fRenderDistance; // Distance beyond which studio models render as bounding boxes.
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static BOOL m_bAnimateModels; // Whether to animate studio models.
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};
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//-----------------------------------------------------------------------------
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// Purpose: Sets whether this object has an oriented or axial bounding box.
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// Note that this is not a true oriented bounding box, but an axial box
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// indicating the extents of the oriented model.
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//-----------------------------------------------------------------------------
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void CMapStudioModel::SetOrientedBounds(bool bOrientedBounds)
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{
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m_bOrientedBounds = bOrientedBounds;
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}
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//-----------------------------------------------------------------------------
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// Purpose: Sets whether this object negates pitch.
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//-----------------------------------------------------------------------------
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void CMapStudioModel::ReversePitch(bool bReversePitch)
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{
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m_bReversePitch = bReversePitch;
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}
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#endif // MAPSTUDIOMODEL_H
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