//========= 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(); }