hl2_src-leak-2017/src/vgui2/matsys_controls/mdlpanel.cpp

903 lines
29 KiB
C++

//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
//=============================================================================
#include "matsys_controls/mdlpanel.h"
#include "materialsystem/imaterialsystem.h"
#include "materialsystem/imaterialsystemhardwareconfig.h"
#include "materialsystem/imesh.h"
#include "vgui/IVGui.h"
#include "tier1/KeyValues.h"
#include "vgui_controls/Frame.h"
#include "tier1/convar.h"
#include "tier0/dbg.h"
#include "tier1/fmtstr.h"
#include "istudiorender.h"
#include "matsys_controls/matsyscontrols.h"
#include "vcollide.h"
#include "vcollide_parse.h"
#include "bone_setup.h"
#include "vphysics_interface.h"
// memdbgon must be the last include file in a .cpp file!!!
#include "tier0/memdbgon.h"
using namespace vgui;
DECLARE_BUILD_FACTORY( CMDLPanel );
static const int THUMBNAIL_SAFE_ZONE_SIZE = 512;
static const int THUMBNAIL_SAFE_ZONE_HEIGHT = 92;
static const float THUMBNAIL_SAFE_ZONE_HEIGHT_SCALE = (float)THUMBNAIL_SAFE_ZONE_HEIGHT / THUMBNAIL_SAFE_ZONE_SIZE;
//-----------------------------------------------------------------------------
// Purpose: Keeps a global clock to autoplay sequences to run from
// Also deals with speedScale changes
//-----------------------------------------------------------------------------
float GetAutoPlayTime( void )
{
static int g_prevTicks;
static float g_time;
int ticks = Plat_MSTime();
// limit delta so that float time doesn't overflow
if (g_prevTicks == 0)
{
g_prevTicks = ticks;
}
g_time += ( ticks - g_prevTicks ) / 1000.0f;
g_prevTicks = ticks;
return g_time;
}
//-----------------------------------------------------------------------------
// Constructor, destructor
//-----------------------------------------------------------------------------
CMDLPanel::CMDLPanel( vgui::Panel *pParent, const char *pName ) : BaseClass( pParent, pName )
{
SetVisible( true );
// Used to poll input
vgui::ivgui()->AddTickSignal( GetVPanel() );
// Deal with the default cubemap
ITexture *pCubemapTexture = vgui::MaterialSystem()->FindTexture( "editor/cubemap", NULL, true );
m_DefaultEnvCubemap.Init( pCubemapTexture );
pCubemapTexture = vgui::MaterialSystem()->FindTexture( "editor/cubemap.hdr", NULL, true );
m_DefaultHDREnvCubemap.Init( pCubemapTexture );
SetIdentityMatrix( m_RootMDL.m_MDLToWorld );
m_bDrawCollisionModel = false;
m_bWireFrame = false;
m_bGroundGrid = false;
m_bLockView = false;
m_bLookAtCamera = true;
m_bThumbnailSafeZone = false;
m_nNumSequenceLayers = 0;
ResetAnimationEventState( &m_EventState );
}
CMDLPanel::~CMDLPanel()
{
m_aMergeMDLs.Purge();
m_DefaultEnvCubemap.Shutdown( );
m_DefaultHDREnvCubemap.Shutdown();
}
//-----------------------------------------------------------------------------
// Scheme settings
//-----------------------------------------------------------------------------
void CMDLPanel::ApplySchemeSettings( vgui::IScheme *pScheme )
{
BaseClass::ApplySchemeSettings( pScheme );
SetBackgroundColor( GetBgColor() );
SetBorder( pScheme->GetBorder( "MenuBorder") );
}
//-----------------------------------------------------------------------------
// Rendering options
//-----------------------------------------------------------------------------
void CMDLPanel::SetCollsionModel( bool bVisible )
{
m_bDrawCollisionModel = bVisible;
}
void CMDLPanel::SetGroundGrid( bool bVisible )
{
m_bGroundGrid = bVisible;
}
void CMDLPanel::SetWireFrame( bool bVisible )
{
m_bWireFrame = bVisible;
}
void CMDLPanel::SetLockView( bool bLocked )
{
m_bLockView = bLocked;
}
void CMDLPanel::SetLookAtCamera( bool bLookAtCamera )
{
m_bLookAtCamera = bLookAtCamera;
}
void CMDLPanel::SetIgnoreDoubleClick( bool bState )
{
m_bIgnoreDoubleClick = bState;
}
void CMDLPanel::SetThumbnailSafeZone( bool bVisible )
{
m_bThumbnailSafeZone = bVisible;
}
//-----------------------------------------------------------------------------
// Stores the clip
//-----------------------------------------------------------------------------
void CMDLPanel::SetMDL( MDLHandle_t handle, void *pProxyData )
{
m_RootMDL.m_MDL.SetMDL( handle );
m_RootMDL.m_MDL.m_pProxyData = pProxyData;
Vector vecMins, vecMaxs;
GetMDLBoundingBox( &vecMins, &vecMaxs, handle, m_RootMDL.m_MDL.m_nSequence );
m_RootMDL.m_MDL.m_bWorldSpaceViewTarget = false;
m_RootMDL.m_MDL.m_vecViewTarget.Init( 100.0f, 0.0f, vecMaxs.z );
m_RootMDL.m_flCycleStartTime = 0.f;
// Set the pose parameters to the default for the mdl
SetPoseParameters( NULL, 0 );
// Clear any sequence layers
SetSequenceLayers( NULL, 0 );
ResetAnimationEventState( &m_EventState );
}
//-----------------------------------------------------------------------------
// An MDL was selected
//-----------------------------------------------------------------------------
void CMDLPanel::SetMDL( const char *pMDLName, void *pProxyData )
{
MDLHandle_t hMDLFindResult = vgui::MDLCache()->FindMDL( pMDLName );
MDLHandle_t hMDL = pMDLName ? hMDLFindResult : MDLHANDLE_INVALID;
if ( vgui::MDLCache()->IsErrorModel( hMDL ) )
{
hMDL = MDLHANDLE_INVALID;
}
SetMDL( hMDL, pProxyData );
// FindMDL takes a reference and the the CMDL will also hold a reference for as long as it sticks around. Release the FindMDL reference.
int nRef = vgui::MDLCache()->Release( hMDLFindResult );
(void)nRef; // Avoid unreferenced variable warning
AssertMsg( hMDL == MDLHANDLE_INVALID || nRef > 0, "CMDLPanel::SetMDL referenced a model that has a zero ref count." );
}
//-----------------------------------------------------------------------------
// Purpose: Returns a model bounding box.
//-----------------------------------------------------------------------------
bool CMDLPanel::GetBoundingBox( Vector &vecBoundsMin, Vector &vecBoundsMax )
{
// Check to see if we have a valid model to look at.
if ( m_RootMDL.m_MDL.GetMDL() == MDLHANDLE_INVALID )
return false;
GetMDLBoundingBox( &vecBoundsMin, &vecBoundsMax, m_RootMDL.m_MDL.GetMDL(), m_RootMDL.m_MDL.m_nSequence );
return true;
}
//-----------------------------------------------------------------------------
// Purpose: Returns a more accurate bounding sphere
//-----------------------------------------------------------------------------
bool CMDLPanel::GetBoundingSphere( Vector &vecCenter, float &flRadius )
{
// Check to see if we have a valid model to look at.
if ( m_RootMDL.m_MDL.GetMDL() == MDLHANDLE_INVALID )
return false;
Vector vecEngineCenter;
GetMDLBoundingSphere( &vecEngineCenter, &flRadius, m_RootMDL.m_MDL.GetMDL(), m_RootMDL.m_MDL.m_nSequence );
VectorTransform( vecEngineCenter, m_RootMDL.m_MDLToWorld, vecCenter );
return true;
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CMDLPanel::SetModelAnglesAndPosition( const QAngle &angRot, const Vector &vecPos )
{
SetIdentityMatrix( m_RootMDL.m_MDLToWorld );
AngleMatrix( angRot, vecPos, m_RootMDL.m_MDLToWorld );
}
//-----------------------------------------------------------------------------
// Sets the camera to look at the model
//-----------------------------------------------------------------------------
void CMDLPanel::LookAtMDL()
{
// Check to see if we have a valid model to look at.
if ( m_RootMDL.m_MDL.GetMDL() == MDLHANDLE_INVALID )
return;
if ( m_bLockView )
return;
float flRadius;
Vector vecCenter;
GetBoundingSphere( vecCenter, flRadius );
LookAt( vecCenter, flRadius );
}
//-----------------------------------------------------------------------------
// FIXME: This should be moved into studiorender
//-----------------------------------------------------------------------------
static ConVar r_showenvcubemap( "r_showenvcubemap", "0", FCVAR_CHEAT );
static ConVar r_eyegloss ( "r_eyegloss", "1", FCVAR_ARCHIVE ); // wet eyes
static ConVar r_eyemove ( "r_eyemove", "1", FCVAR_ARCHIVE ); // look around
static ConVar r_eyeshift_x ( "r_eyeshift_x", "0", FCVAR_ARCHIVE ); // eye X position
static ConVar r_eyeshift_y ( "r_eyeshift_y", "0", FCVAR_ARCHIVE ); // eye Y position
static ConVar r_eyeshift_z ( "r_eyeshift_z", "0", FCVAR_ARCHIVE ); // eye Z position
static ConVar r_eyesize ( "r_eyesize", "0", FCVAR_ARCHIVE ); // adjustment to iris textures
static ConVar mat_softwareskin( "mat_softwareskin", "0", FCVAR_CHEAT );
static ConVar r_nohw ( "r_nohw", "0", FCVAR_CHEAT );
static ConVar r_nosw ( "r_nosw", "0", FCVAR_CHEAT );
static ConVar r_teeth ( "r_teeth", "1" );
static ConVar r_drawentities ( "r_drawentities", "1", FCVAR_CHEAT );
static ConVar r_flex ( "r_flex", "1" );
static ConVar r_eyes ( "r_eyes", "1" );
static ConVar r_skin ( "r_skin","0", FCVAR_CHEAT );
static ConVar r_maxmodeldecal ( "r_maxmodeldecal", "50" );
static ConVar r_modelwireframedecal ( "r_modelwireframedecal", "0", FCVAR_CHEAT );
static ConVar mat_normals ( "mat_normals", "0", FCVAR_CHEAT );
static ConVar r_eyeglintlodpixels ( "r_eyeglintlodpixels", "0", FCVAR_CHEAT );
static ConVar r_rootlod ( "r_rootlod", "0" );
static StudioRenderConfig_t s_StudioRenderConfig;
void CMDLPanel::UpdateStudioRenderConfig( void )
{
memset( &s_StudioRenderConfig, 0, sizeof(s_StudioRenderConfig) );
s_StudioRenderConfig.bEyeMove = !!r_eyemove.GetInt();
s_StudioRenderConfig.fEyeShiftX = r_eyeshift_x.GetFloat();
s_StudioRenderConfig.fEyeShiftY = r_eyeshift_y.GetFloat();
s_StudioRenderConfig.fEyeShiftZ = r_eyeshift_z.GetFloat();
s_StudioRenderConfig.fEyeSize = r_eyesize.GetFloat();
if( mat_softwareskin.GetInt() || m_bWireFrame )
{
s_StudioRenderConfig.bSoftwareSkin = true;
}
else
{
s_StudioRenderConfig.bSoftwareSkin = false;
}
s_StudioRenderConfig.bNoHardware = !!r_nohw.GetInt();
s_StudioRenderConfig.bNoSoftware = !!r_nosw.GetInt();
s_StudioRenderConfig.bTeeth = !!r_teeth.GetInt();
s_StudioRenderConfig.drawEntities = r_drawentities.GetInt();
s_StudioRenderConfig.bFlex = !!r_flex.GetInt();
s_StudioRenderConfig.bEyes = !!r_eyes.GetInt();
s_StudioRenderConfig.bWireframe = m_bWireFrame;
s_StudioRenderConfig.bDrawNormals = mat_normals.GetBool();
s_StudioRenderConfig.skin = r_skin.GetInt();
s_StudioRenderConfig.maxDecalsPerModel = r_maxmodeldecal.GetInt();
s_StudioRenderConfig.bWireframeDecals = r_modelwireframedecal.GetInt() != 0;
s_StudioRenderConfig.fullbright = false;
s_StudioRenderConfig.bSoftwareLighting = false;
s_StudioRenderConfig.bShowEnvCubemapOnly = r_showenvcubemap.GetInt() ? true : false;
s_StudioRenderConfig.fEyeGlintPixelWidthLODThreshold = r_eyeglintlodpixels.GetFloat();
StudioRender()->UpdateConfig( s_StudioRenderConfig );
}
void CMDLPanel::DrawCollisionModel()
{
vcollide_t *pCollide = MDLCache()->GetVCollide( m_RootMDL.m_MDL.GetMDL() );
if ( !pCollide || pCollide->solidCount <= 0 )
return;
static color32 color = {255,0,0,0};
IVPhysicsKeyParser *pParser = g_pPhysicsCollision->VPhysicsKeyParserCreate( pCollide->pKeyValues );
CStudioHdr studioHdr( g_pMDLCache->GetStudioHdr( m_RootMDL.m_MDL.GetMDL() ), g_pMDLCache );
matrix3x4_t pBoneToWorld[MAXSTUDIOBONES];
m_RootMDL.m_MDL.SetUpBones( m_RootMDL.m_MDLToWorld, MAXSTUDIOBONES, pBoneToWorld );
// PERFORMANCE: Just parse the script each frame. It's fast enough for tools. If you need
// this to go faster then cache off the bone index mapping in an array like HLMV does
while ( !pParser->Finished() )
{
const char *pBlock = pParser->GetCurrentBlockName();
if ( !stricmp( pBlock, "solid" ) )
{
solid_t solid;
pParser->ParseSolid( &solid, NULL );
int boneIndex = Studio_BoneIndexByName( &studioHdr, solid.name );
Vector *outVerts;
int vertCount = g_pPhysicsCollision->CreateDebugMesh( pCollide->solids[solid.index], &outVerts );
if ( vertCount )
{
CMatRenderContextPtr pRenderContext( g_pMaterialSystem );
pRenderContext->CullMode( MATERIAL_CULLMODE_CCW );
// NOTE: assumes these have been set up already by the model render code
// So this is a little bit of a back door to a cache of the bones
// this code wouldn't work unless you draw the model this frame before calling
// this routine. CMDLPanel always does this, but it's worth noting.
// A better solution would be to move the ragdoll visulization into the CDmeMdl
// and either draw it there or make it queryable and query/draw here.
matrix3x4_t xform;
SetIdentityMatrix( xform );
if ( boneIndex >= 0 )
{
MatrixCopy( pBoneToWorld[ boneIndex ], xform );
}
IMesh *pMesh = pRenderContext->GetDynamicMesh( true, NULL, NULL, m_Wireframe );
CMeshBuilder meshBuilder;
meshBuilder.Begin( pMesh, MATERIAL_TRIANGLES, vertCount/3 );
for ( int j = 0; j < vertCount; j++ )
{
Vector out;
VectorTransform( outVerts[j].Base(), xform, out.Base() );
meshBuilder.Position3fv( out.Base() );
meshBuilder.Color4ub( color.r, color.g, color.b, color.a );
meshBuilder.TexCoord2f( 0, 0, 0 );
meshBuilder.AdvanceVertex();
}
meshBuilder.End();
pMesh->Draw();
}
g_pPhysicsCollision->DestroyDebugMesh( vertCount, outVerts );
}
else
{
pParser->SkipBlock();
}
}
g_pPhysicsCollision->VPhysicsKeyParserDestroy( pParser );
}
void CMDLPanel::SetupRenderState( int nDisplayWidth, int nDisplayHeight )
{
int iWidth = nDisplayWidth;
int iHeight = nDisplayHeight;
if ( m_bThumbnailSafeZone )
{
iWidth = THUMBNAIL_SAFE_ZONE_SIZE;
iHeight = THUMBNAIL_SAFE_ZONE_SIZE;
}
BaseClass::SetupRenderState( iWidth, iHeight );
}
//-----------------------------------------------------------------------------
// paint it!
//-----------------------------------------------------------------------------
void CMDLPanel::OnPaint3D()
{
if ( m_RootMDL.m_MDL.GetMDL() == MDLHANDLE_INVALID )
return;
// FIXME: Move this call into DrawModel in StudioRender
StudioRenderConfig_t oldStudioRenderConfig;
StudioRender()->GetCurrentConfig( oldStudioRenderConfig );
UpdateStudioRenderConfig();
CMatRenderContextPtr pRenderContext( vgui::MaterialSystem() );
if ( vgui::MaterialSystemHardwareConfig()->GetHDRType() == HDR_TYPE_NONE )
{
ITexture *pMyCube = HasLightProbe() ? GetLightProbeCubemap( false ) : m_DefaultEnvCubemap;
pRenderContext->BindLocalCubemap( pMyCube );
}
else
{
ITexture *pMyCube = HasLightProbe() ? GetLightProbeCubemap( true ) : m_DefaultHDREnvCubemap;
pRenderContext->BindLocalCubemap( pMyCube );
}
PrePaint3D( pRenderContext );
if ( m_bGroundGrid )
{
DrawGrid();
}
if ( m_bLookAtCamera )
{
matrix3x4_t worldToCamera;
ComputeCameraTransform( &worldToCamera );
Vector vecPosition;
MatrixGetColumn( worldToCamera, 3, vecPosition );
m_RootMDL.m_MDL.m_bWorldSpaceViewTarget = true;
m_RootMDL.m_MDL.m_vecViewTarget = vecPosition;
}
// Draw the MDL
CStudioHdr studioHdr( g_pMDLCache->GetStudioHdr( m_RootMDL.m_MDL.GetMDL() ), g_pMDLCache );
SetupFlexWeights();
matrix3x4_t *pBoneToWorld = g_pStudioRender->LockBoneMatrices( studioHdr.numbones() );
m_RootMDL.m_MDL.SetUpBones( m_RootMDL.m_MDLToWorld, studioHdr.numbones(), pBoneToWorld, m_PoseParameters, m_SequenceLayers, m_nNumSequenceLayers );
g_pStudioRender->UnlockBoneMatrices();
IMaterial* pOverrideMaterial = GetOverrideMaterial( m_RootMDL.m_MDL.GetMDL() );
if ( pOverrideMaterial != NULL )
g_pStudioRender->ForcedMaterialOverride( pOverrideMaterial );
m_RootMDL.m_MDL.Draw( m_RootMDL.m_MDLToWorld, pBoneToWorld );
if ( pOverrideMaterial != NULL )
g_pStudioRender->ForcedMaterialOverride( NULL );
pOverrideMaterial = NULL;
// Draw the merge MDLs.
matrix3x4_t matMergeBoneToWorld[MAXSTUDIOBONES];
int nMergeCount = m_aMergeMDLs.Count();
for ( int iMerge = 0; iMerge < nMergeCount; ++iMerge )
{
if ( m_aMergeMDLs[iMerge].m_bDisabled )
continue;
// Get the merge studio header.
studiohdr_t *pStudioHdr = g_pMDLCache->GetStudioHdr( m_aMergeMDLs[iMerge].m_MDL.GetMDL() );
matrix3x4_t *pMergeBoneToWorld = &matMergeBoneToWorld[0];
// If we have a valid mesh, bonemerge it. If we have an invalid mesh we can't bonemerge because
// it'll crash trying to pull data from the missing header.
if ( pStudioHdr != NULL )
{
CStudioHdr mergeHdr( pStudioHdr, g_pMDLCache );
m_aMergeMDLs[iMerge].m_MDL.SetupBonesWithBoneMerge( &mergeHdr, pMergeBoneToWorld, &studioHdr, pBoneToWorld, m_RootMDL.m_MDLToWorld );
pOverrideMaterial = GetOverrideMaterial( m_aMergeMDLs[iMerge].m_MDL.GetMDL() );
if ( pOverrideMaterial != NULL )
g_pStudioRender->ForcedMaterialOverride( pOverrideMaterial );
m_aMergeMDLs[iMerge].m_MDL.Draw( m_aMergeMDLs[iMerge].m_MDLToWorld, pMergeBoneToWorld );
if ( pOverrideMaterial != NULL )
g_pStudioRender->ForcedMaterialOverride( NULL );
// Notify of model render
RenderingMergedModel( pRenderContext, &mergeHdr, m_aMergeMDLs[iMerge].m_MDL.GetMDL(), pMergeBoneToWorld );
}
}
RenderingRootModel( pRenderContext, &studioHdr, m_RootMDL.m_MDL.GetMDL(), pBoneToWorld );
PostPaint3D( pRenderContext );
if ( m_bDrawCollisionModel )
{
DrawCollisionModel();
}
pRenderContext->Flush();
StudioRender()->UpdateConfig( oldStudioRenderConfig );
}
//-----------------------------------------------------------------------------
// Sets the current LOD
//-----------------------------------------------------------------------------
void CMDLPanel::SetLOD( int nLOD )
{
m_RootMDL.m_MDL.m_nLOD = nLOD;
int nMergeCount = m_aMergeMDLs.Count();
for ( int iMerge = 0; iMerge < nMergeCount; ++iMerge )
{
m_aMergeMDLs[iMerge].m_MDL.m_nLOD = nLOD;
}
}
//-----------------------------------------------------------------------------
// Sets the current sequence
//-----------------------------------------------------------------------------
void CMDLPanel::SetSequence( int nSequence, bool bResetSequence )
{
m_RootMDL.m_MDL.m_nSequence = nSequence;
if ( bResetSequence )
{
m_RootMDL.m_flCycleStartTime = GetAutoPlayTime();
}
}
//-----------------------------------------------------------------------------
// Set the current pose parameters. If NULL the pose parameters will be reset
// to the default values.
//-----------------------------------------------------------------------------
void CMDLPanel::SetPoseParameters( const float *pPoseParameters, int nCount )
{
if ( pPoseParameters )
{
int nParameters = MIN( MAXSTUDIOPOSEPARAM, nCount );
for ( int iParam = 0; iParam < nParameters; ++iParam )
{
m_PoseParameters[ iParam ] = pPoseParameters[ iParam ];
}
}
else if ( m_RootMDL.m_MDL.GetMDL() != MDLHANDLE_INVALID )
{
CStudioHdr studioHdr( g_pMDLCache->GetStudioHdr( m_RootMDL.m_MDL.GetMDL() ), g_pMDLCache );
Studio_CalcDefaultPoseParameters( &studioHdr, m_PoseParameters, MAXSTUDIOPOSEPARAM );
}
}
//-----------------------------------------------------------------------------
// Set a pose parameter by name
//-----------------------------------------------------------------------------
bool CMDLPanel::SetPoseParameterByName( const char *pszName, float fValue )
{
CStudioHdr studioHdr( g_pMDLCache->GetStudioHdr( m_RootMDL.m_MDL.GetMDL() ), g_pMDLCache );
int nPoseCount = studioHdr.GetNumPoseParameters();
for ( int i = 0; i < nPoseCount; ++i )
{
const mstudioposeparamdesc_t &Pose = studioHdr.pPoseParameter( i );
if ( V_strcasecmp( pszName, Pose.pszName() ) == 0 )
{
m_PoseParameters[ i ] = fValue;
return true;
}
}
return false;
}
//-----------------------------------------------------------------------------
// Set the overlay sequence layers
//-----------------------------------------------------------------------------
void CMDLPanel::SetSequenceLayers( const MDLSquenceLayer_t *pSequenceLayers, int nCount )
{
if ( pSequenceLayers )
{
m_nNumSequenceLayers = MIN( MAX_SEQUENCE_LAYERS, nCount );
for ( int iLayer = 0; iLayer < m_nNumSequenceLayers; ++iLayer )
{
m_SequenceLayers[ iLayer ] = pSequenceLayers[ iLayer ];
ResetAnimationEventState( &m_SequenceLayerEventState[ iLayer ] );
}
}
else
{
m_nNumSequenceLayers = 0;
V_memset( m_SequenceLayers, 0, sizeof( m_SequenceLayers ) );
}
}
//-----------------------------------------------------------------------------
// Set the current skin
//-----------------------------------------------------------------------------
void CMDLPanel::SetSkin( int nSkin )
{
m_RootMDL.m_MDL.m_nSkin = nSkin;
}
//-----------------------------------------------------------------------------
// called when we're ticked...
//-----------------------------------------------------------------------------
void CMDLPanel::OnTick()
{
BaseClass::OnTick();
if ( m_RootMDL.m_MDL.GetMDL() != MDLHANDLE_INVALID )
{
m_RootMDL.m_MDL.m_flTime = ( GetAutoPlayTime() - m_RootMDL.m_flCycleStartTime );
DoAnimationEvents();
}
}
void CMDLPanel::Paint()
{
BaseClass::Paint();
if ( m_bThumbnailSafeZone )
{
int iWidth, iHeight;
GetSize( iWidth, iHeight );
CMatRenderContextPtr pRenderContext( vgui::MaterialSystem() );
IMaterial *safezone = materials->FindMaterial( "vgui/thumbnails_safezone", TEXTURE_GROUP_VGUI, true );
if ( safezone )
{
safezone->IncrementReferenceCount();
}
int screenposx = 0;
int screenposy = 0;
LocalToScreen( screenposx, screenposy );
int iScaledHeight = THUMBNAIL_SAFE_ZONE_HEIGHT_SCALE * iHeight;
int iRemappedHeight = RemapVal( iScaledHeight, 0, THUMBNAIL_SAFE_ZONE_HEIGHT, 0, iScaledHeight );
pRenderContext->DrawScreenSpaceRectangle( safezone, screenposx, screenposy, iWidth, iRemappedHeight,
0, 0,
THUMBNAIL_SAFE_ZONE_SIZE, THUMBNAIL_SAFE_ZONE_HEIGHT,
THUMBNAIL_SAFE_ZONE_SIZE, THUMBNAIL_SAFE_ZONE_SIZE );
screenposx = 0;
screenposy = iHeight - iRemappedHeight;
LocalToScreen( screenposx, screenposy );
pRenderContext->DrawScreenSpaceRectangle( safezone, screenposx, screenposy, iWidth, iRemappedHeight,
0, 0,
THUMBNAIL_SAFE_ZONE_SIZE, THUMBNAIL_SAFE_ZONE_HEIGHT,
THUMBNAIL_SAFE_ZONE_SIZE, THUMBNAIL_SAFE_ZONE_SIZE );
if ( safezone )
{
safezone->DecrementReferenceCount();
}
}
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CMDLPanel::DoAnimationEvents()
{
CStudioHdr studioHdr( g_pMDLCache->GetStudioHdr( m_RootMDL.m_MDL.GetMDL() ), g_pMDLCache );
// If we don't have any sequences, don't do anything
if ( studioHdr.GetNumSeq() < 1 )
{
Assert( studioHdr.GetNumSeq() >= 1 );
return;
}
DoAnimationEvents( &studioHdr, m_RootMDL.m_MDL.m_nSequence, m_RootMDL.m_MDL.m_flTime, false, &m_EventState );
for ( int i = 0; i < m_nNumSequenceLayers; ++i )
{
float flTime = m_RootMDL.m_MDL.m_flTime - m_SequenceLayers[ i ].m_flCycleBeganAt;
//Plat_DebugString( CFmtStr("Animation: time = %f, started = %f, delta = %f\n",m_RootMDL.m_MDL.m_flTime,m_SequenceLayers[ i ].m_flCycleBeganAt,flTime ) );
DoAnimationEvents( &studioHdr, m_SequenceLayers[ i ].m_nSequenceIndex, flTime, m_SequenceLayers[ i ].m_bNoLoop, &m_SequenceLayerEventState[ i ] );
}
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CMDLPanel::DoAnimationEvents( CStudioHdr *pStudioHdr, int nSeqNum, float flTime, bool bNoLoop, MDLAnimEventState_t *pEventState )
{
if ( nSeqNum < 0 || nSeqNum >= pStudioHdr->GetNumSeq() )
{
return;
}
mstudioseqdesc_t &seqdesc = pStudioHdr->pSeqdesc( nSeqNum );
if ( seqdesc.numevents == 0 )
{
return;
}
mstudioevent_t *pevent = seqdesc.pEvent( 0 );
int nFrameCount = Studio_MaxFrame( pStudioHdr, nSeqNum, m_PoseParameters );
if ( nFrameCount == 0 )
{
nFrameCount = 1;
}
float flEventCycle = ( flTime * m_RootMDL.m_MDL.m_flPlaybackRate ) / nFrameCount;
//Plat_DebugString( CFmtStr("Event cycle: %f, playback rate: %f, frame count: %d\n", flEventCycle, m_RootMDL.m_MDL.m_flPlaybackRate, nFrameCount ) );
if ( bNoLoop )
{
flEventCycle = MIN(flEventCycle, 1.0f);
}
else
{
flEventCycle -= (int)(flEventCycle);
}
if ( pEventState->m_nEventSequence != nSeqNum )
{
pEventState->m_nEventSequence = nSeqNum;
flEventCycle = 0.0f;
pEventState->m_flPrevEventCycle = -0.01f; // back up to get 0'th frame animations
}
if ( flEventCycle == pEventState->m_flPrevEventCycle )
{
return;
}
// check for looping
BOOL bLooped = (flEventCycle < pEventState->m_flPrevEventCycle);
// This makes sure events that occur at the end of a sequence occur are
// sent before events that occur at the beginning of a sequence.
if (bLooped)
{
for (int i = 0; i < (int)seqdesc.numevents; i++)
{
if ( pevent[i].cycle <= pEventState->m_flPrevEventCycle )
continue;
FireEvent( pevent[ i ].pszEventName(), pevent[ i ].pszOptions() );
}
// Necessary to get the next loop working
pEventState->m_flPrevEventCycle = -0.01f;
}
for (int i = 0; i < (int)seqdesc.numevents; i++)
{
if ( (pevent[i].cycle > pEventState->m_flPrevEventCycle && pevent[i].cycle <= flEventCycle) )
{
FireEvent( pevent[ i ].pszEventName(), pevent[ i ].pszOptions() );
}
}
pEventState->m_flPrevEventCycle = flEventCycle;
}
void CMDLPanel::FireEvent( const char *pszEventName, const char *pszEventOptions )
{
KeyValues* pKVEvent = new KeyValues( "AnimEvent" );
pKVEvent->SetString( "name", pszEventName );
pKVEvent->SetString( "options", pszEventOptions );
PostActionSignal( pKVEvent );
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CMDLPanel::ResetAnimationEventState( MDLAnimEventState_t *pEventState )
{
pEventState->m_nEventSequence = -1;
pEventState->m_flPrevEventCycle = -0.01f;
}
//-----------------------------------------------------------------------------
// input
//-----------------------------------------------------------------------------
void CMDLPanel::OnMouseDoublePressed( vgui::MouseCode code )
{
if ( m_bIgnoreDoubleClick )
return;
float flRadius;
Vector vecCenter;
GetBoundingSphere( vecCenter, flRadius );
LookAt( vecCenter, flRadius );
BaseClass::OnMouseDoublePressed( code );
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CMDLPanel::SetMergeMDL( MDLHandle_t handle, void *pProxyData, int nSkin /*= -1 */ )
{
// Verify that we have a root model to merge to.
if ( m_RootMDL.m_MDL.GetMDL() == MDLHANDLE_INVALID )
return;
int iIndex = m_aMergeMDLs.AddToTail();
if ( !m_aMergeMDLs.IsValidIndex( iIndex ) )
return;
m_aMergeMDLs[iIndex].m_MDL.SetMDL( handle );
if ( nSkin != -1 )
{
m_aMergeMDLs[iIndex].m_MDL.m_nSkin = nSkin;
}
m_aMergeMDLs[iIndex].m_MDL.m_nLOD = m_RootMDL.m_MDL.m_nLOD;
m_aMergeMDLs[iIndex].m_MDL.m_pProxyData = pProxyData;
SetIdentityMatrix( m_aMergeMDLs[iIndex].m_MDLToWorld );
m_aMergeMDLs[iIndex].m_bDisabled = false;
// Need to invalidate the layout so the panel will adjust is LookAt for the new model.
InvalidateLayout();
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
MDLHandle_t CMDLPanel::SetMergeMDL( const char *pMDLName, void *pProxyData, int nSkin /*= -1 */ )
{
MDLHandle_t hMDLFindResult = vgui::MDLCache()->FindMDL( pMDLName );
MDLHandle_t hMDL = pMDLName ? hMDLFindResult : MDLHANDLE_INVALID;
if ( vgui::MDLCache()->IsErrorModel( hMDL ) )
{
hMDL = MDLHANDLE_INVALID;
}
SetMergeMDL( hMDL, pProxyData, nSkin );
// FindMDL takes a reference and the the CMDL will also hold a reference for as long as it sticks around. Release the FindMDL reference.
int nRef = vgui::MDLCache()->Release( hMDLFindResult );
(void)nRef; // Avoid unreferenced variable warning
AssertMsg( hMDL == MDLHANDLE_INVALID || nRef > 0, "CMDLPanel::SetMergeMDL referenced a model that has a zero ref count." );
return hMDL;
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
int CMDLPanel::GetMergeMDLIndex( void *pProxyData )
{
int nMergeCount = m_aMergeMDLs.Count();
for ( int iMerge = 0; iMerge < nMergeCount; ++iMerge )
{
if ( m_aMergeMDLs[iMerge].m_MDL.m_pProxyData == pProxyData )
return iMerge;
}
return -1;
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
int CMDLPanel::GetMergeMDLIndex( MDLHandle_t handle )
{
int nMergeCount = m_aMergeMDLs.Count();
for ( int iMerge = 0; iMerge < nMergeCount; ++iMerge )
{
if ( m_aMergeMDLs[iMerge].m_MDL.GetMDL() == handle )
return iMerge;
}
return -1;
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
CMDL *CMDLPanel::GetMergeMDL( MDLHandle_t handle )
{
int nMergeCount = m_aMergeMDLs.Count();
for ( int iMerge = 0; iMerge < nMergeCount; ++iMerge )
{
if ( m_aMergeMDLs[iMerge].m_MDL.GetMDL() == handle )
return (&m_aMergeMDLs[iMerge].m_MDL);
}
return NULL;
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CMDLPanel::ClearMergeMDLs( void )
{
m_aMergeMDLs.Purge();
}