Team Fortress 2 Source Code as on 22/4/2020
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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
//=============================================================================
#ifndef MDLPANEL_H
#define MDLPANEL_H
#ifdef _WIN32
#pragma once
#endif
#include "vgui_controls/Panel.h"
#include "datacache/imdlcache.h"
#include "materialsystem/MaterialSystemUtil.h"
#include "matsys_controls/potterywheelpanel.h"
#include "tier3/mdlutils.h"
//-----------------------------------------------------------------------------
// Forward declarations
//-----------------------------------------------------------------------------
namespace vgui
{
class IScheme;
}
//
struct MDLAnimEventState_t
{
int m_nEventSequence;
float m_flPrevEventCycle;
};
//-----------------------------------------------------------------------------
// MDL Viewer Panel
//-----------------------------------------------------------------------------
class CMDLPanel : public CPotteryWheelPanel
{
DECLARE_CLASS_SIMPLE( CMDLPanel, CPotteryWheelPanel );
public:
// constructor, destructor
CMDLPanel( vgui::Panel *pParent, const char *pName );
virtual ~CMDLPanel();
// Overriden methods of vgui::Panel
virtual void ApplySchemeSettings( vgui::IScheme *pScheme );
virtual void OnTick();
virtual void Paint();
// Sets the current mdl
virtual void SetMDL( MDLHandle_t handle, void *pProxyData = NULL );
virtual void SetMDL( const char *pMDLName, void *pProxyData = NULL );
// Sets the camera to look at the model
void LookAtMDL( );
// Sets the current LOD
void SetLOD( int nLOD );
// Sets the current sequence
void SetSequence( int nSequence, bool bResetSequence = false );
// Set the pose parameters
void SetPoseParameters( const float *pPoseParameters, int nCount );
bool SetPoseParameterByName( const char *pszName, float fValue );
// Set the overlay sequence layers
void SetSequenceLayers( const MDLSquenceLayer_t *pSequenceLayers, int nCount );
void SetCollsionModel( bool bVisible );
void SetGroundGrid( bool bVisible );
void SetWireFrame( bool bVisible );
void SetLockView( bool bLocked );
void SetSkin( int nSkin );
void SetLookAtCamera( bool bLookAtCamera );
void SetIgnoreDoubleClick( bool bState );
void SetThumbnailSafeZone( bool bVisible );
// Bounds.
bool GetBoundingBox( Vector &vecBoundsMin, Vector &vecBoundsMax );
bool GetBoundingSphere( Vector &vecCenter, float &flRadius );
virtual void SetModelAnglesAndPosition( const QAngle &angRot, const Vector &vecPos );
// Attached models.
void SetMergeMDL( MDLHandle_t handle, void *pProxyData = NULL, int nSkin = -1 );
MDLHandle_t SetMergeMDL( const char *pMDLName, void *pProxyData = NULL, int nSkin = -1 );
int GetMergeMDLIndex( void *pProxyData );
int GetMergeMDLIndex( MDLHandle_t handle );
CMDL *GetMergeMDL(MDLHandle_t handle );
void ClearMergeMDLs( void );
virtual void SetupFlexWeights( void ) { return; }
// Events
void DoAnimationEvents();
void DoAnimationEvents( CStudioHdr *pStudioHdr, int nSeqNum, float flTime, bool bNoLoop, MDLAnimEventState_t *pEventState );
virtual void FireEvent( const char *pszEventName, const char *pszEventOptions );
void ResetAnimationEventState( MDLAnimEventState_t *pEventState );
protected:
virtual void SetupRenderState( int nDisplayWidth, int nDisplayHeight ) OVERRIDE;
struct MDLData_t
{
CMDL m_MDL;
matrix3x4_t m_MDLToWorld;
bool m_bDisabled;
float m_flCycleStartTime;
};
MDLData_t m_RootMDL;
CUtlVector<MDLData_t> m_aMergeMDLs;
static const int MAX_SEQUENCE_LAYERS = 8;
int m_nNumSequenceLayers;
MDLSquenceLayer_t m_SequenceLayers[ MAX_SEQUENCE_LAYERS ];
MDLAnimEventState_t m_EventState;
MDLAnimEventState_t m_SequenceLayerEventState[ MAX_SEQUENCE_LAYERS ];
private:
// paint it!
virtual void OnPaint3D();
virtual void PrePaint3D( IMatRenderContext *pRenderContext ) { };
virtual void PostPaint3D( IMatRenderContext *pRenderContext ) { };
virtual void RenderingRootModel( IMatRenderContext *pRenderContext, CStudioHdr *pStudioHdr, MDLHandle_t mdlHandle, matrix3x4_t *pWorldMatrix ) { };
virtual void RenderingMergedModel( IMatRenderContext *pRenderContext, CStudioHdr *pStudioHdr, MDLHandle_t mdlHandle, matrix3x4_t *pWorldMatrix ) { };
virtual IMaterial* GetOverrideMaterial( MDLHandle_t mdlHandle ) { return NULL; }
void OnMouseDoublePressed( vgui::MouseCode code );
void DrawCollisionModel();
void UpdateStudioRenderConfig( void );
CTextureReference m_DefaultEnvCubemap;
CTextureReference m_DefaultHDREnvCubemap;
bool m_bDrawCollisionModel : 1;
bool m_bGroundGrid : 1;
bool m_bLockView : 1;
bool m_bWireFrame : 1;
bool m_bLookAtCamera : 1;
bool m_bIgnoreDoubleClick : 1;
bool m_bThumbnailSafeZone : 1;
float m_PoseParameters[ MAXSTUDIOPOSEPARAM ];
};
#endif // MDLPANEL_H