Team Fortress 2 Source Code as on 22/4/2020
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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
//=============================================================================
#include "movieobjects/dmemdl.h"
#include "movieobjects/dmetransform.h"
#include "movieobjects/dmedag.h"
#include "movieobjects_interfaces.h"
#include "datamodel/dmelementfactoryhelper.h"
#include "datacache/imdlcache.h"
#include "istudiorender.h"
#include "bone_setup.h"
#include "tier3/tier3.h"
#include "tier3/mdlutils.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( DmeMDL, CDmeMDL );
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CDmeMDL::OnConstruction()
{
m_bDrawInEngine = false;
// SetAttributeValueElement( "transform", CreateElement< CDmeTransform >() );
// SetAttributeValue( "mdlfilename", "models/alyx.mdl" );
m_Color.InitAndSet( this, "color", Color( 255, 255, 255, 255 ) );
m_nSkin.InitAndSet( this, "skin", 0 );
m_nBody.InitAndSet( this, "body", 0 );
m_nSequence.InitAndSet( this, "sequence", 0 );
m_nLOD.InitAndSet( this, "lod", 0 );
m_flPlaybackRate.InitAndSet( this, "playbackrate", 30.0f );
m_flTime.InitAndSet( this, "time", 0.0f );
m_vecViewTarget.Init( this, "viewTarget" );
m_bWorldSpaceViewTarget.Init( this, "worldSpaceViewTarget" );
}
void CDmeMDL::OnDestruction()
{
m_MDL.SetMDL( MDLHANDLE_INVALID );
}
void CDmeMDL::SetMDL( MDLHandle_t handle )
{
m_MDL.SetMDL( handle );
Vector vecMins, vecMaxs;
GetMDLBoundingBox( &vecMins, &vecMaxs, m_MDL.GetMDL(), m_nSequence );
Vector vecLookAt( 100.0f, 0.0f, vecMaxs.z );
m_vecViewTarget.Set( vecLookAt );
m_bWorldSpaceViewTarget = false;
}
MDLHandle_t CDmeMDL::GetMDL( ) const
{
return m_MDL.GetMDL();
}
//-----------------------------------------------------------------------------
// Loads the model matrix based on the transform
//-----------------------------------------------------------------------------
void CDmeMDL::DrawInEngine( bool bDrawInEngine )
{
m_bDrawInEngine = bDrawInEngine;
}
bool CDmeMDL::IsDrawingInEngine() const
{
return m_bDrawInEngine;
}
//-----------------------------------------------------------------------------
// Returns the bounding box for the model
//-----------------------------------------------------------------------------
void CDmeMDL::GetBoundingBox( Vector *pMins, Vector *pMaxs ) const
{
GetMDLBoundingBox( pMins, pMaxs, m_MDL.GetMDL(), m_nSequence );
// Rotate the root transform to make it align with DMEs
// DMEs up vector is the y axis
if ( !m_bDrawInEngine )
{
Vector vecMins, vecMaxs;
matrix3x4_t engineToDme;
CDmeDag::EngineToDmeMatrix( engineToDme );
TransformAABB( engineToDme, *pMins, *pMaxs, vecMins, vecMaxs );
*pMins = vecMins;
*pMaxs = vecMaxs;
}
}
//-----------------------------------------------------------------------------
// Returns the radius of the model as measured from the origin
//-----------------------------------------------------------------------------
float CDmeMDL::GetRadius() const
{
return GetMDLRadius( m_MDL.GetMDL(), m_nSequence );
}
//-----------------------------------------------------------------------------
// Returns a more accurate bounding sphere
//-----------------------------------------------------------------------------
void CDmeMDL::GetBoundingSphere( Vector &vecCenter, float &flRadius )
{
Vector vecEngineCenter;
GetMDLBoundingSphere( &vecEngineCenter, &flRadius, m_MDL.GetMDL(), m_nSequence );
// Rotate the root transform to make it align with DMEs
// DMEs up vector is the y axis
if ( !m_bDrawInEngine )
{
matrix3x4_t engineToDme;
CDmeDag::EngineToDmeMatrix( engineToDme );
VectorTransform( vecEngineCenter, engineToDme, vecCenter );
}
else
{
vecCenter = vecEngineCenter;
}
}
//-----------------------------------------------------------------------------
// Updates the MDL rendering helper
//-----------------------------------------------------------------------------
void CDmeMDL::UpdateMDL()
{
m_MDL.m_Color = m_Color;
m_MDL.m_nSkin = m_nSkin;
m_MDL.m_nBody = m_nBody;
m_MDL.m_nSequence = m_nSequence;
m_MDL.m_nLOD = m_nLOD;
m_MDL.m_flPlaybackRate = m_flPlaybackRate;
m_MDL.m_flTime = m_flTime;
m_MDL.m_vecViewTarget = m_vecViewTarget;
m_MDL.m_Color = m_Color;
m_MDL.m_bWorldSpaceViewTarget = m_bWorldSpaceViewTarget;
}
//-----------------------------------------------------------------------------
// Draws the mesh
//-----------------------------------------------------------------------------
void CDmeMDL::Draw( const matrix3x4_t &shapeToWorld, CDmeDrawSettings *pDrawSettings /* = NULL */ )
{
UpdateMDL();
studiohdr_t *pStudioHdr = m_MDL.GetStudioHdr();
if ( !pStudioHdr )
return;
// FIXME: Why is this necessary!?!?!?
CMatRenderContextPtr pRenderContext( g_pMaterialSystem );
if ( !m_bDrawInEngine )
{
pRenderContext->CullMode( MATERIAL_CULLMODE_CCW );
}
matrix3x4_t *pBoneToWorld = g_pStudioRender->LockBoneMatrices( pStudioHdr->numbones );
SetUpBones( shapeToWorld, pStudioHdr->numbones, pBoneToWorld );
g_pStudioRender->UnlockBoneMatrices();
m_MDL.Draw( shapeToWorld, pBoneToWorld );
// FIXME: Why is this necessary!?!?!?
if ( !m_bDrawInEngine )
{
pRenderContext->CullMode( MATERIAL_CULLMODE_CW );
}
}
void CDmeMDL::SetUpBones( const matrix3x4_t& shapeToWorld, int nMaxBoneCount, matrix3x4_t *pOutputMatrices )
{
UpdateMDL();
// Root transform
matrix3x4_t rootToWorld;
// Rotate the root transform to make it align with DMEs
// DMEs up vector is the y axis
if ( !m_bDrawInEngine )
{
matrix3x4_t engineToDme;
CDmeDag::EngineToDmeMatrix( engineToDme );
ConcatTransforms( engineToDme, shapeToWorld, rootToWorld );
}
else
{
MatrixCopy( shapeToWorld, rootToWorld );
}
m_MDL.SetUpBones( rootToWorld, nMaxBoneCount, pOutputMatrices );
}