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152 lines
4.2 KiB
152 lines
4.2 KiB
5 years ago
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//========= Copyright Valve Corporation, All rights reserved. ============//
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//
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// Dme version of a joint of a skeletal model (gets compiled into a MDL)
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//
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//=============================================================================
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#include "movieobjects/dmejoint.h"
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#include "datamodel/dmelementfactoryhelper.h"
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#include "materialsystem/imaterialsystem.h"
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#include "materialsystem/imesh.h"
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#include "tier1/KeyValues.h"
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// memdbgon must be the last include file in a .cpp file!!!
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#include "tier0/memdbgon.h"
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//-----------------------------------------------------------------------------
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// Expose this class to the scene database
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//-----------------------------------------------------------------------------
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IMPLEMENT_ELEMENT_FACTORY( DmeJoint, CDmeJoint );
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//-----------------------------------------------------------------------------
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// Should I draw joints?
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//-----------------------------------------------------------------------------
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bool CDmeJoint::s_bDrawJoints = false;
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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void CDmeJoint::OnConstruction()
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{
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if ( !g_pMaterialSystem )
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return;
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KeyValues *pVMTKeyValues = new KeyValues( "wireframe" );
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pVMTKeyValues->SetInt( "$vertexcolor", 1 );
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pVMTKeyValues->SetInt( "$ignorez", 1 );
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m_JointMaterial.Init( "__DmeJointMaterial", pVMTKeyValues );
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}
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void CDmeJoint::OnDestruction()
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{
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if ( !g_pMaterialSystem )
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return;
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m_JointMaterial.Shutdown();
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}
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//-----------------------------------------------------------------------------
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// Activate, deactivate joint drawing
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//-----------------------------------------------------------------------------
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void CDmeJoint::DrawJointHierarchy( bool bDrawJoints )
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{
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s_bDrawJoints = bDrawJoints;
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}
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//-----------------------------------------------------------------------------
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// For rendering joints
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//-----------------------------------------------------------------------------
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#define AXIS_SIZE 3.0f
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void CDmeJoint::DrawJoints( )
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{
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if ( !g_pMaterialSystem )
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return;
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int cn = GetChildCount();
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// Draw the joint hierarchy
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PushDagTransform();
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matrix3x4_t shapeToWorld;
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GetShapeToWorldTransform( shapeToWorld );
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CMatRenderContextPtr pRenderContext( g_pMaterialSystem );
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pRenderContext->MatrixMode( MATERIAL_MODEL );
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pRenderContext->LoadMatrix( shapeToWorld );
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pRenderContext->Bind( m_JointMaterial );
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IMesh *pMesh = pRenderContext->GetDynamicMesh( );
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CMeshBuilder meshBuilder;
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meshBuilder.Begin( pMesh, MATERIAL_LINES, 3 + cn );
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for ( int ci = 0; ci < cn; ++ci )
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{
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CDmeJoint *pJoint = CastElement<CDmeJoint>( GetChild( ci ) );
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if ( !pJoint )
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continue;
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Vector vecChildPosition = pJoint->GetTransform()->GetPosition();
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meshBuilder.Position3f( 0.0f, 0.0f, 0.0f );
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meshBuilder.Color4ub( 128, 128, 128, 255 );
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meshBuilder.AdvanceVertex();
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meshBuilder.Position3fv( vecChildPosition.Base() );
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meshBuilder.Color4ub( 128, 128, 128, 255 );
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meshBuilder.AdvanceVertex();
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}
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meshBuilder.Position3f( 0.0f, 0.0f, 0.0f );
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meshBuilder.Color4ub( 255, 0, 0, 255 );
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meshBuilder.AdvanceVertex();
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meshBuilder.Position3f( AXIS_SIZE, 0.0f, 0.0f );
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meshBuilder.Color4ub( 255, 0, 0, 255 );
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meshBuilder.AdvanceVertex();
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meshBuilder.Position3f( 0.0f, 0.0f, 0.0f );
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meshBuilder.Color4ub( 0, 255, 0, 255 );
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meshBuilder.AdvanceVertex();
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meshBuilder.Position3f( 0.0f, AXIS_SIZE, 0.0f );
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meshBuilder.Color4ub( 0, 255, 0, 255 );
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meshBuilder.AdvanceVertex();
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meshBuilder.Position3f( 0.0f, 0.0f, 0.0f );
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meshBuilder.Color4ub( 0, 0, 255, 255 );
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meshBuilder.AdvanceVertex();
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meshBuilder.Position3f( 0.0f, 0.0f, AXIS_SIZE );
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meshBuilder.Color4ub( 0, 0, 255, 255 );
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meshBuilder.AdvanceVertex();
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meshBuilder.End();
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pMesh->Draw();
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pRenderContext->MatrixMode( MATERIAL_MODEL );
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pRenderContext->LoadIdentity();
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PopDagTransform();
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}
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//-----------------------------------------------------------------------------
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// Rendering method for the dag
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//-----------------------------------------------------------------------------
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void CDmeJoint::Draw( CDmeDrawSettings *pDrawSettings /* = NULL */ )
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{
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if ( s_bDrawJoints && IsVisible() )
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{
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DrawJoints();
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}
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BaseClass::Draw( pDrawSettings );
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}
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