Team Fortress 2 Source Code as on 22/4/2020
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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Dme version of a model attachment point
//
//=============================================================================
#include "movieobjects/dmeattachment.h"
#include "datamodel/dmelementfactoryhelper.h"
#include "materialsystem/imaterialsystem.h"
#include "materialsystem/imesh.h"
#include "tier1/KeyValues.h"
// memdbgon must be the last include file in a .cpp file!!!
#include "tier0/memdbgon.h"
//-----------------------------------------------------------------------------
// Expose this class to the scene database
//-----------------------------------------------------------------------------
IMPLEMENT_ELEMENT_FACTORY( DmeAttachment, CDmeAttachment );
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CDmeAttachment::OnConstruction()
{
if ( !g_pMaterialSystem )
return;
m_bIsRigid.Init( this, "isRigid" );
m_bIsWorldAligned.Init( this, "isWorldAligned" );
KeyValues *pVMTKeyValues = new KeyValues( "wireframe" );
pVMTKeyValues->SetInt( "$vertexcolor", 1 );
pVMTKeyValues->SetInt( "$ignorez", 0 );
m_AttachmentMaterial.Init( "__DmeJointMaterial", pVMTKeyValues );
}
void CDmeAttachment::OnDestruction()
{
if ( !g_pMaterialSystem )
return;
m_AttachmentMaterial.Shutdown();
}
//-----------------------------------------------------------------------------
// For rendering joints
//-----------------------------------------------------------------------------
#define AXIS_SIZE 6.0f
//-----------------------------------------------------------------------------
// Rendering method for the dag
//-----------------------------------------------------------------------------
void CDmeAttachment::Draw( const matrix3x4_t &shapeToWorld, CDmeDrawSettings *pDrawSettings /* = NULL */ )
{
if ( !g_pMaterialSystem )
return;
CMatRenderContextPtr pRenderContext( g_pMaterialSystem );
pRenderContext->MatrixMode( MATERIAL_MODEL );
pRenderContext->PushMatrix();
pRenderContext->LoadMatrix( shapeToWorld );
pRenderContext->Bind( m_AttachmentMaterial );
IMesh *pMesh = pRenderContext->GetDynamicMesh( );
CMeshBuilder meshBuilder;
meshBuilder.Begin( pMesh, MATERIAL_LINES, 3 );
meshBuilder.Position3f( 0.0f, 0.0f, 0.0f );
meshBuilder.Color4ub( 255, 0, 0, 255 );
meshBuilder.AdvanceVertex();
meshBuilder.Position3f( AXIS_SIZE, 0.0f, 0.0f );
meshBuilder.Color4ub( 255, 0, 0, 255 );
meshBuilder.AdvanceVertex();
meshBuilder.Position3f( 0.0f, 0.0f, 0.0f );
meshBuilder.Color4ub( 0, 255, 0, 255 );
meshBuilder.AdvanceVertex();
meshBuilder.Position3f( 0.0f, AXIS_SIZE, 0.0f );
meshBuilder.Color4ub( 0, 255, 0, 255 );
meshBuilder.AdvanceVertex();
meshBuilder.Position3f( 0.0f, 0.0f, 0.0f );
meshBuilder.Color4ub( 0, 0, 255, 255 );
meshBuilder.AdvanceVertex();
meshBuilder.Position3f( 0.0f, 0.0f, AXIS_SIZE );
meshBuilder.Color4ub( 0, 0, 255, 255 );
meshBuilder.AdvanceVertex();
meshBuilder.End();
pMesh->Draw();
pRenderContext->MatrixMode( MATERIAL_MODEL );
pRenderContext->PopMatrix();
}