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//========= Copyright Valve Corporation, All rights reserved. ============//
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//
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// Purpose:
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//
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//=============================================================================//
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#include "cbase.h"
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#include "model_types.h"
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#include "vcollide.h"
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#include "vcollide_parse.h"
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#include "solidsetdefaults.h"
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#include "bone_setup.h"
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#include "engine/ivmodelinfo.h"
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#include "physics.h"
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#include "view.h"
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#include "clienteffectprecachesystem.h"
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#include "c_physicsprop.h"
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#include "tier0/vprof.h"
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#include "ivrenderview.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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#define PBR_CHANGE
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IMPLEMENT_CLIENTCLASS_DT(C_PhysicsProp, DT_PhysicsProp, CPhysicsProp)
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RecvPropBool( RECVINFO( m_bAwake ) ),
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END_RECV_TABLE()
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#ifdef PBR_CHANGE
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ConVar r_PhysPropStaticLighting( "r_PhysPropStaticLighting", "0" );
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#else
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ConVar r_PhysPropStaticLighting( "r_PhysPropStaticLighting", "1" );
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#endif
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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C_PhysicsProp::C_PhysicsProp( void )
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{
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m_pPhysicsObject = NULL;
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m_takedamage = DAMAGE_YES;
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// default true so static lighting will get recomputed when we go to sleep
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m_bAwakeLastTime = true;
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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C_PhysicsProp::~C_PhysicsProp( void )
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{
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}
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// @MULTICORE (toml 9/18/2006): this visualization will need to be implemented elsewhere
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ConVar r_visualizeproplightcaching( "r_visualizeproplightcaching", "0" );
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//-----------------------------------------------------------------------------
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// Purpose: Draws the object
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// Input : flags -
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//-----------------------------------------------------------------------------
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bool C_PhysicsProp::OnInternalDrawModel( ClientModelRenderInfo_t *pInfo )
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{
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CreateModelInstance();
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if ( r_PhysPropStaticLighting.GetBool() && m_bAwakeLastTime != m_bAwake )
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{
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if ( m_bAwakeLastTime && !m_bAwake )
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{
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// transition to sleep, bake lighting now, once
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if ( !modelrender->RecomputeStaticLighting( GetModelInstance() ) )
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{
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// not valid for drawing
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return false;
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}
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if ( r_visualizeproplightcaching.GetBool() )
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{
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float color[] = { 0.0f, 1.0f, 0.0f, 1.0f };
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render->SetColorModulation( color );
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}
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}
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else if ( r_visualizeproplightcaching.GetBool() )
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{
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float color[] = { 1.0f, 0.0f, 0.0f, 1.0f };
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render->SetColorModulation( color );
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}
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}
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if ( !m_bAwake && r_PhysPropStaticLighting.GetBool() )
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{
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// going to sleep, have static lighting
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pInfo->flags |= STUDIO_STATIC_LIGHTING;
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}
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// track state
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m_bAwakeLastTime = m_bAwake;
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return true;
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}
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