Team Fortress 2 Source Code as on 22/4/2020
You can not select more than 25 topics Topics must start with a letter or number, can include dashes ('-') and can be up to 35 characters long.
 
 
 
 
 
 

246 lines
6.6 KiB

//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
//=============================================================================
#include "DmeVMFEntity.h"
#include "datamodel/dmelementfactoryhelper.h"
#include "toolframework/itoolentity.h"
#include "materialsystem/imesh.h"
#include "materialsystem/imaterial.h"
#include "materialsystem/imaterialsystem.h"
#include "engine/iclientleafsystem.h"
#include "toolutils/enginetools_int.h"
#include "foundrytool.h"
// memdbgon must be the last include file in a .cpp file!!!
#include "tier0/memdbgon.h"
#define SPHERE_RADIUS 16
//-----------------------------------------------------------------------------
// Expose this class to the scene database
//-----------------------------------------------------------------------------
IMPLEMENT_ELEMENT_FACTORY( DmeVMFEntity, CDmeVMFEntity );
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CDmeVMFEntity::OnConstruction()
{
m_ClassName.Init( this, "classname" );
m_TargetName.Init( this, "targetname" );
m_bIsPlaceholder.InitAndSet( this, "_placeholder", false, FATTRIB_DONTSAVE );
m_vecLocalOrigin.Init( this, "origin" );
m_vecLocalAngles.Init( this, "angles" );
// Used to make sure these aren't saved if they aren't changed
m_TargetName.GetAttribute()->AddFlag( FATTRIB_DONTSAVE | FATTRIB_HAS_CALLBACK );
m_vecLocalAngles.GetAttribute()->AddFlag( FATTRIB_DONTSAVE | FATTRIB_HAS_CALLBACK );
m_hEngineEntity = HTOOLHANDLE_INVALID;
m_Wireframe.Init( "debug/debugwireframe", "editor" );
}
void CDmeVMFEntity::OnDestruction()
{
// Unhook it from the engine
AttachToEngineEntity( false );
m_Wireframe.Shutdown();
}
//-----------------------------------------------------------------------------
// Called whem attributes change
//-----------------------------------------------------------------------------
void CDmeVMFEntity::OnAttributeChanged( CDmAttribute *pAttribute )
{
BaseClass::OnAttributeChanged( pAttribute );
// Once these have changed, then save them out, and don't bother calling back
if ( pAttribute == m_TargetName.GetAttribute() ||
pAttribute == m_vecLocalAngles.GetAttribute() )
{
pAttribute->RemoveFlag( FATTRIB_DONTSAVE | FATTRIB_HAS_CALLBACK );
return;
}
}
//-----------------------------------------------------------------------------
// Returns the entity ID
//-----------------------------------------------------------------------------
int CDmeVMFEntity::GetEntityId() const
{
return atoi( GetName() );
}
//-----------------------------------------------------------------------------
// Entity Key iteration
//-----------------------------------------------------------------------------
bool CDmeVMFEntity::IsEntityKey( CDmAttribute *pEntityKey )
{
return pEntityKey->IsFlagSet( FATTRIB_USERDEFINED );
}
CDmAttribute *CDmeVMFEntity::FirstEntityKey()
{
for ( CDmAttribute *pAttribute = FirstAttribute(); pAttribute; pAttribute = pAttribute->NextAttribute() )
{
if ( IsEntityKey( pAttribute ) )
return pAttribute;
}
return NULL;
}
CDmAttribute *CDmeVMFEntity::NextEntityKey( CDmAttribute *pEntityKey )
{
if ( !pEntityKey )
return NULL;
for ( CDmAttribute *pAttribute = pEntityKey->NextAttribute(); pAttribute; pAttribute = pAttribute->NextAttribute() )
{
if ( IsEntityKey( pAttribute ) )
return pAttribute;
}
return NULL;
}
//-----------------------------------------------------------------------------
// Attach/detach from an engine entity with the same editor index
//-----------------------------------------------------------------------------
void CDmeVMFEntity::AttachToEngineEntity( bool bAttach )
{
if ( !bAttach )
{
m_hEngineEntity = HTOOLHANDLE_INVALID;
}
else
{
}
}
//-----------------------------------------------------------------------------
// Draws the helper for the entity
//-----------------------------------------------------------------------------
int CDmeVMFEntity::DrawModel( int flags )
{
Assert( IsDrawingInEngine() );
matrix3x4_t mat;
AngleMatrix( m_vecLocalAngles, m_vecLocalOrigin, mat );
CMatRenderContextPtr rc( g_pMaterialSystem->GetRenderContext() );
rc->MatrixMode( MATERIAL_MODEL );
rc->PushMatrix();
rc->LoadMatrix( mat );
int nTheta = 20, nPhi = 20;
float flRadius = SPHERE_RADIUS;
int nVertices = nTheta * nPhi;
int nIndices = 2 * ( nTheta + 1 ) * ( nPhi - 1 );
rc->FogMode( MATERIAL_FOG_NONE );
rc->SetNumBoneWeights( 0 );
rc->Bind( m_Wireframe );
rc->CullMode( MATERIAL_CULLMODE_CW );
IMesh* pMesh = rc->GetDynamicMesh();
CMeshBuilder meshBuilder;
meshBuilder.Begin( pMesh, MATERIAL_TRIANGLE_STRIP, nVertices, nIndices );
//
// Build the index buffer.
//
int i, j;
for ( i = 0; i < nPhi; ++i )
{
for ( j = 0; j < nTheta; ++j )
{
float u = j / ( float )(nTheta - 1);
float v = i / ( float )(nPhi - 1);
float theta = ( j != nTheta-1 ) ? 2.0f * M_PI * u : 0.0f;
float phi = M_PI * v;
Vector vecPos;
vecPos.x = flRadius * sin(phi) * cos(theta);
vecPos.y = flRadius * cos(phi);
vecPos.z = -flRadius * sin(phi) * sin(theta);
unsigned char red = (int)( u * 255.0f );
unsigned char green = (int)( v * 255.0f );
unsigned char blue = (int)( v * 255.0f );
unsigned char alpha = (int)( v * 255.0f );
meshBuilder.Position3fv( vecPos.Base() );
meshBuilder.Color4ub( red, green, blue, alpha );
meshBuilder.TexCoord2f( 0, u, v );
meshBuilder.BoneWeight( 0, 1.0f );
meshBuilder.BoneMatrix( 0, 0 );
meshBuilder.AdvanceVertex();
}
}
//
// Emit the triangle strips.
//
int idx = 0;
for ( i = 0; i < nPhi - 1; ++i )
{
for ( j = 0; j < nTheta; ++j )
{
idx = nTheta * i + j;
meshBuilder.FastIndex( idx );
meshBuilder.FastIndex( idx + nTheta );
}
//
// Emit a degenerate triangle to skip to the next row without
// a connecting triangle.
//
if ( i < nPhi - 2 )
{
meshBuilder.FastIndex( idx + 1 );
meshBuilder.FastIndex( idx + 1 + nTheta );
}
}
meshBuilder.End();
pMesh->Draw();
rc->CullMode( MATERIAL_CULLMODE_CCW );
rc->MatrixMode( MATERIAL_MODEL );
rc->PopMatrix();
return 0;
}
//-----------------------------------------------------------------------------
// Position and bounds for the model
//-----------------------------------------------------------------------------
const Vector &CDmeVMFEntity::GetRenderOrigin( void )
{
return m_vecLocalOrigin;
}
const QAngle &CDmeVMFEntity::GetRenderAngles( void )
{
return m_vecLocalAngles;
}
void CDmeVMFEntity::GetRenderBounds( Vector& mins, Vector& maxs )
{
mins.Init( -SPHERE_RADIUS, -SPHERE_RADIUS, -SPHERE_RADIUS );
maxs.Init( SPHERE_RADIUS, SPHERE_RADIUS, SPHERE_RADIUS );
}