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531 lines
15 KiB
531 lines
15 KiB
//========= 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 "beam_shared.h" |
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#include "spotlightend.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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// Spawnflags |
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#define SF_SPOTLIGHT_START_LIGHT_ON 0x1 |
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#define SF_SPOTLIGHT_NO_DYNAMIC_LIGHT 0x2 |
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//----------------------------------------------------------------------------- |
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// Purpose: |
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//----------------------------------------------------------------------------- |
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class CPointSpotlight : public CPointEntity |
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{ |
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DECLARE_CLASS( CPointSpotlight, CPointEntity ); |
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public: |
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DECLARE_DATADESC(); |
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CPointSpotlight(); |
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void Precache(void); |
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void Spawn(void); |
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virtual void Activate(); |
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virtual void OnEntityEvent( EntityEvent_t event, void *pEventData ); |
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private: |
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int UpdateTransmitState(); |
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void SpotlightThink(void); |
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void SpotlightUpdate(void); |
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Vector SpotlightCurrentPos(void); |
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void SpotlightCreate(void); |
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void SpotlightDestroy(void); |
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// ------------------------------ |
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// Inputs |
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// ------------------------------ |
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void InputLightOn( inputdata_t &inputdata ); |
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void InputLightOff( inputdata_t &inputdata ); |
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// Creates the efficient spotlight |
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void CreateEfficientSpotlight(); |
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// Computes render info for a spotlight |
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void ComputeRenderInfo(); |
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private: |
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bool m_bSpotlightOn; |
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bool m_bEfficientSpotlight; |
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bool m_bIgnoreSolid; |
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Vector m_vSpotlightTargetPos; |
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Vector m_vSpotlightCurrentPos; |
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Vector m_vSpotlightDir; |
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int m_nHaloSprite; |
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CHandle<CBeam> m_hSpotlight; |
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CHandle<CSpotlightEnd> m_hSpotlightTarget; |
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float m_flSpotlightMaxLength; |
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float m_flSpotlightCurLength; |
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float m_flSpotlightGoalWidth; |
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float m_flHDRColorScale; |
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int m_nMinDXLevel; |
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public: |
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COutputEvent m_OnOn, m_OnOff; ///< output fires when turned on, off |
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}; |
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BEGIN_DATADESC( CPointSpotlight ) |
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DEFINE_FIELD( m_flSpotlightCurLength, FIELD_FLOAT ), |
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DEFINE_FIELD( m_bSpotlightOn, FIELD_BOOLEAN ), |
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DEFINE_FIELD( m_bEfficientSpotlight, FIELD_BOOLEAN ), |
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DEFINE_FIELD( m_vSpotlightTargetPos, FIELD_POSITION_VECTOR ), |
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DEFINE_FIELD( m_vSpotlightCurrentPos, FIELD_POSITION_VECTOR ), |
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// Robin: Don't Save, recreated after restore/transition |
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//DEFINE_FIELD( m_hSpotlight, FIELD_EHANDLE ), |
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//DEFINE_FIELD( m_hSpotlightTarget, FIELD_EHANDLE ), |
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DEFINE_FIELD( m_vSpotlightDir, FIELD_VECTOR ), |
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DEFINE_FIELD( m_nHaloSprite, FIELD_INTEGER ), |
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DEFINE_KEYFIELD( m_bIgnoreSolid, FIELD_BOOLEAN, "IgnoreSolid" ), |
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DEFINE_KEYFIELD( m_flSpotlightMaxLength,FIELD_FLOAT, "SpotlightLength"), |
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DEFINE_KEYFIELD( m_flSpotlightGoalWidth,FIELD_FLOAT, "SpotlightWidth"), |
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DEFINE_KEYFIELD( m_flHDRColorScale, FIELD_FLOAT, "HDRColorScale" ), |
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DEFINE_KEYFIELD( m_nMinDXLevel, FIELD_INTEGER, "mindxlevel" ), |
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// Inputs |
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DEFINE_INPUTFUNC( FIELD_VOID, "LightOn", InputLightOn ), |
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DEFINE_INPUTFUNC( FIELD_VOID, "LightOff", InputLightOff ), |
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DEFINE_OUTPUT( m_OnOn, "OnLightOn" ), |
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DEFINE_OUTPUT( m_OnOff, "OnLightOff" ), |
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DEFINE_THINKFUNC( SpotlightThink ), |
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END_DATADESC() |
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LINK_ENTITY_TO_CLASS(point_spotlight, CPointSpotlight); |
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//----------------------------------------------------------------------------- |
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// Purpose: |
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//----------------------------------------------------------------------------- |
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CPointSpotlight::CPointSpotlight() |
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{ |
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#ifdef _DEBUG |
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m_vSpotlightTargetPos.Init(); |
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m_vSpotlightCurrentPos.Init(); |
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m_vSpotlightDir.Init(); |
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#endif |
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m_flHDRColorScale = 1.0f; |
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m_nMinDXLevel = 0; |
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m_bIgnoreSolid = false; |
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} |
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//----------------------------------------------------------------------------- |
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// Purpose: |
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//----------------------------------------------------------------------------- |
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void CPointSpotlight::Precache(void) |
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{ |
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BaseClass::Precache(); |
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// Sprites. |
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m_nHaloSprite = PrecacheModel("sprites/light_glow03.vmt"); |
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PrecacheModel( "sprites/glow_test02.vmt" ); |
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} |
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//----------------------------------------------------------------------------- |
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// Purpose: |
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//----------------------------------------------------------------------------- |
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void CPointSpotlight::Spawn(void) |
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{ |
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Precache(); |
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UTIL_SetSize( this,vec3_origin,vec3_origin ); |
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AddSolidFlags( FSOLID_NOT_SOLID ); |
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SetMoveType( MOVETYPE_NONE ); |
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m_bEfficientSpotlight = true; |
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// Check for user error |
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if (m_flSpotlightMaxLength <= 0) |
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{ |
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DevMsg("%s (%s) has an invalid spotlight length <= 0, setting to 500\n", GetClassname(), GetDebugName() ); |
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m_flSpotlightMaxLength = 500; |
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} |
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if (m_flSpotlightGoalWidth <= 0) |
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{ |
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DevMsg("%s (%s) has an invalid spotlight width <= 0, setting to 10\n", GetClassname(), GetDebugName() ); |
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m_flSpotlightGoalWidth = 10; |
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} |
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if (m_flSpotlightGoalWidth > MAX_BEAM_WIDTH ) |
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{ |
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DevMsg("%s (%s) has an invalid spotlight width %.1f (max %.1f).\n", GetClassname(), GetDebugName(), m_flSpotlightGoalWidth, MAX_BEAM_WIDTH ); |
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m_flSpotlightGoalWidth = MAX_BEAM_WIDTH; |
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} |
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// ------------------------------------ |
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// Init all class vars |
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// ------------------------------------ |
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m_vSpotlightTargetPos = vec3_origin; |
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m_vSpotlightCurrentPos = vec3_origin; |
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m_hSpotlight = NULL; |
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m_hSpotlightTarget = NULL; |
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m_vSpotlightDir = vec3_origin; |
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m_flSpotlightCurLength = m_flSpotlightMaxLength; |
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m_bSpotlightOn = HasSpawnFlags( SF_SPOTLIGHT_START_LIGHT_ON ); |
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SetThink( &CPointSpotlight::SpotlightThink ); |
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SetNextThink( gpGlobals->curtime + 0.1f ); |
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} |
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//----------------------------------------------------------------------------- |
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// Computes render info for a spotlight |
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//----------------------------------------------------------------------------- |
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void CPointSpotlight::ComputeRenderInfo() |
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{ |
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// Fade out spotlight end if past max length. |
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if ( m_flSpotlightCurLength > 2*m_flSpotlightMaxLength ) |
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{ |
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m_hSpotlightTarget->SetRenderColorA( 0 ); |
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m_hSpotlight->SetFadeLength( m_flSpotlightMaxLength ); |
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} |
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else if ( m_flSpotlightCurLength > m_flSpotlightMaxLength ) |
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{ |
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m_hSpotlightTarget->SetRenderColorA( (1-((m_flSpotlightCurLength-m_flSpotlightMaxLength)/m_flSpotlightMaxLength)) ); |
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m_hSpotlight->SetFadeLength( m_flSpotlightMaxLength ); |
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} |
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else |
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{ |
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m_hSpotlightTarget->SetRenderColorA( 1.0 ); |
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m_hSpotlight->SetFadeLength( m_flSpotlightCurLength ); |
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} |
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// Adjust end width to keep beam width constant |
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float flNewWidth = m_flSpotlightGoalWidth * (m_flSpotlightCurLength / m_flSpotlightMaxLength); |
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flNewWidth = clamp(flNewWidth, 0.f, MAX_BEAM_WIDTH ); |
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m_hSpotlight->SetEndWidth(flNewWidth); |
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// Adjust width of light on the end. |
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if ( FBitSet (m_spawnflags, SF_SPOTLIGHT_NO_DYNAMIC_LIGHT) ) |
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{ |
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m_hSpotlightTarget->m_flLightScale = 0.0; |
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} |
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else |
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{ |
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// <<TODO>> - magic number 1.8 depends on sprite size |
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m_hSpotlightTarget->m_flLightScale = 1.8*flNewWidth; |
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} |
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} |
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//----------------------------------------------------------------------------- |
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// Creates the efficient spotlight |
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//----------------------------------------------------------------------------- |
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void CPointSpotlight::CreateEfficientSpotlight() |
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{ |
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if ( m_hSpotlightTarget.Get() != NULL ) |
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return; |
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SpotlightCreate(); |
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m_vSpotlightCurrentPos = SpotlightCurrentPos(); |
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m_hSpotlightTarget->SetAbsOrigin( m_vSpotlightCurrentPos ); |
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m_hSpotlightTarget->m_vSpotlightOrg = GetAbsOrigin(); |
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VectorSubtract( m_hSpotlightTarget->GetAbsOrigin(), m_hSpotlightTarget->m_vSpotlightOrg, m_hSpotlightTarget->m_vSpotlightDir ); |
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m_flSpotlightCurLength = VectorNormalize( m_hSpotlightTarget->m_vSpotlightDir ); |
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m_hSpotlightTarget->SetMoveType( MOVETYPE_NONE ); |
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ComputeRenderInfo(); |
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m_OnOn.FireOutput( this, this ); |
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} |
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//----------------------------------------------------------------------------- |
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// Purpose: |
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//----------------------------------------------------------------------------- |
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void CPointSpotlight::Activate(void) |
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{ |
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BaseClass::Activate(); |
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if ( GetMoveParent() ) |
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{ |
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m_bEfficientSpotlight = false; |
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} |
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if ( m_bEfficientSpotlight ) |
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{ |
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if ( m_bSpotlightOn ) |
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{ |
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CreateEfficientSpotlight(); |
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} |
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// Don't think |
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SetThink( NULL ); |
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} |
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} |
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//------------------------------------------------------------------------------------- |
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// Optimization to deal with spotlights |
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//------------------------------------------------------------------------------------- |
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void CPointSpotlight::OnEntityEvent( EntityEvent_t event, void *pEventData ) |
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{ |
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if ( event == ENTITY_EVENT_PARENT_CHANGED ) |
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{ |
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if ( GetMoveParent() ) |
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{ |
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m_bEfficientSpotlight = false; |
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if ( m_hSpotlightTarget ) |
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{ |
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m_hSpotlightTarget->SetMoveType( MOVETYPE_FLY ); |
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} |
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SetThink( &CPointSpotlight::SpotlightThink ); |
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SetNextThink( gpGlobals->curtime + 0.1f ); |
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} |
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} |
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BaseClass::OnEntityEvent( event, pEventData ); |
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} |
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//------------------------------------------------------------------------------------- |
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// Purpose : Send even though we don't have a model so spotlight gets proper position |
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// Input : |
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// Output : |
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//------------------------------------------------------------------------------------- |
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int CPointSpotlight::UpdateTransmitState() |
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{ |
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if ( m_bEfficientSpotlight ) |
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return SetTransmitState( FL_EDICT_DONTSEND ); |
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return SetTransmitState( FL_EDICT_PVSCHECK ); |
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} |
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//----------------------------------------------------------------------------- |
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// Purpose: Plays the engine sound. |
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//----------------------------------------------------------------------------- |
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void CPointSpotlight::SpotlightThink( void ) |
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{ |
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if ( GetMoveParent() ) |
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{ |
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SetNextThink( gpGlobals->curtime + TICK_INTERVAL ); |
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} |
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else |
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{ |
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SetNextThink( gpGlobals->curtime + 0.1f ); |
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} |
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SpotlightUpdate(); |
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} |
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//------------------------------------------------------------------------------ |
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// Purpose : |
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// Input : |
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// Output : |
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//------------------------------------------------------------------------------ |
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void CPointSpotlight::SpotlightCreate(void) |
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{ |
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if ( m_hSpotlightTarget.Get() != NULL ) |
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return; |
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AngleVectors( GetAbsAngles(), &m_vSpotlightDir ); |
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Vector vTargetPos; |
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if ( m_bIgnoreSolid ) |
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{ |
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vTargetPos = GetAbsOrigin() + m_vSpotlightDir * m_flSpotlightMaxLength; |
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} |
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else |
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{ |
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trace_t tr; |
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UTIL_TraceLine( GetAbsOrigin(), GetAbsOrigin() + m_vSpotlightDir * m_flSpotlightMaxLength, MASK_SOLID_BRUSHONLY, this, COLLISION_GROUP_NONE, &tr ); |
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vTargetPos = tr.endpos; |
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} |
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m_hSpotlightTarget = (CSpotlightEnd*)CreateEntityByName( "spotlight_end" ); |
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m_hSpotlightTarget->Spawn(); |
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m_hSpotlightTarget->SetAbsOrigin( vTargetPos ); |
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m_hSpotlightTarget->SetOwnerEntity( this ); |
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m_hSpotlightTarget->m_clrRender = m_clrRender; |
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m_hSpotlightTarget->m_Radius = m_flSpotlightMaxLength; |
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if ( FBitSet (m_spawnflags, SF_SPOTLIGHT_NO_DYNAMIC_LIGHT) ) |
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{ |
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m_hSpotlightTarget->m_flLightScale = 0.0; |
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} |
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//m_hSpotlight = CBeam::BeamCreate( "sprites/spotlight.vmt", m_flSpotlightGoalWidth ); |
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m_hSpotlight = CBeam::BeamCreate( "sprites/glow_test02.vmt", m_flSpotlightGoalWidth ); |
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// Set the temporary spawnflag on the beam so it doesn't save (we'll recreate it on restore) |
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m_hSpotlight->SetHDRColorScale( m_flHDRColorScale ); |
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m_hSpotlight->AddSpawnFlags( SF_BEAM_TEMPORARY ); |
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m_hSpotlight->SetColor( m_clrRender->r, m_clrRender->g, m_clrRender->b ); |
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m_hSpotlight->SetHaloTexture(m_nHaloSprite); |
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m_hSpotlight->SetHaloScale(60); |
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m_hSpotlight->SetEndWidth(m_flSpotlightGoalWidth); |
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m_hSpotlight->SetBeamFlags( (FBEAM_SHADEOUT|FBEAM_NOTILE) ); |
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m_hSpotlight->SetBrightness( 64 ); |
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m_hSpotlight->SetNoise( 0 ); |
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m_hSpotlight->SetMinDXLevel( m_nMinDXLevel ); |
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if ( m_bEfficientSpotlight ) |
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{ |
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m_hSpotlight->PointsInit( GetAbsOrigin(), m_hSpotlightTarget->GetAbsOrigin() ); |
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} |
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else |
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{ |
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m_hSpotlight->EntsInit( this, m_hSpotlightTarget ); |
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} |
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} |
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//------------------------------------------------------------------------------ |
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// Purpose : |
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// Input : |
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// Output : |
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//------------------------------------------------------------------------------ |
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Vector CPointSpotlight::SpotlightCurrentPos(void) |
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{ |
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AngleVectors( GetAbsAngles(), &m_vSpotlightDir ); |
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// Get beam end point. Only collide with solid objects, not npcs |
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Vector vEndPos = GetAbsOrigin() + ( m_vSpotlightDir * 2 * m_flSpotlightMaxLength ); |
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if ( m_bIgnoreSolid ) |
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{ |
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return vEndPos; |
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} |
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else |
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{ |
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trace_t tr; |
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UTIL_TraceLine( GetAbsOrigin(), vEndPos, MASK_SOLID_BRUSHONLY, this, COLLISION_GROUP_NONE, &tr ); |
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return tr.endpos; |
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} |
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} |
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//------------------------------------------------------------------------------ |
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// Purpose : |
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// Input : |
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// Output : |
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//------------------------------------------------------------------------------ |
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void CPointSpotlight::SpotlightDestroy(void) |
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{ |
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if ( m_hSpotlight ) |
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{ |
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m_OnOff.FireOutput( this, this ); |
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UTIL_Remove(m_hSpotlight); |
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UTIL_Remove(m_hSpotlightTarget); |
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} |
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} |
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//------------------------------------------------------------------------------ |
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// Purpose : Update the direction and position of my spotlight |
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// Input : |
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// Output : |
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//------------------------------------------------------------------------------ |
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void CPointSpotlight::SpotlightUpdate(void) |
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{ |
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// --------------------------------------------------- |
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// If I don't have a spotlight attempt to create one |
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// --------------------------------------------------- |
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if ( !m_hSpotlight ) |
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{ |
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if ( m_bSpotlightOn ) |
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{ |
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// Make the spotlight |
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SpotlightCreate(); |
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} |
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else |
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{ |
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return; |
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} |
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} |
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else if ( !m_bSpotlightOn ) |
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{ |
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SpotlightDestroy(); |
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return; |
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} |
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if ( !m_hSpotlightTarget ) |
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{ |
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DevWarning( "**Attempting to update point_spotlight but target ent is NULL\n" ); |
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SpotlightDestroy(); |
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SpotlightCreate(); |
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if ( !m_hSpotlightTarget ) |
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return; |
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} |
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m_vSpotlightCurrentPos = SpotlightCurrentPos(); |
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// Update spotlight target velocity |
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Vector vTargetDir; |
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VectorSubtract( m_vSpotlightCurrentPos, m_hSpotlightTarget->GetAbsOrigin(), vTargetDir ); |
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float vTargetDist = vTargetDir.Length(); |
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// If we haven't moved at all, don't recompute |
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if ( vTargetDist < 1 ) |
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{ |
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m_hSpotlightTarget->SetAbsVelocity( vec3_origin ); |
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return; |
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} |
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Vector vecNewVelocity = vTargetDir; |
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VectorNormalize(vecNewVelocity); |
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vecNewVelocity *= (10 * vTargetDist); |
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// If a large move is requested, just jump to final spot as we probably hit a discontinuity |
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if (vecNewVelocity.Length() > 200) |
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{ |
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VectorNormalize(vecNewVelocity); |
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vecNewVelocity *= 200; |
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VectorNormalize(vTargetDir); |
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m_hSpotlightTarget->SetAbsOrigin( m_vSpotlightCurrentPos ); |
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} |
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m_hSpotlightTarget->SetAbsVelocity( vecNewVelocity ); |
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m_hSpotlightTarget->m_vSpotlightOrg = GetAbsOrigin(); |
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// Avoid sudden change in where beam fades out when cross disconinuities |
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VectorSubtract( m_hSpotlightTarget->GetAbsOrigin(), m_hSpotlightTarget->m_vSpotlightOrg, m_hSpotlightTarget->m_vSpotlightDir ); |
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float flBeamLength = VectorNormalize( m_hSpotlightTarget->m_vSpotlightDir ); |
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m_flSpotlightCurLength = (0.60*m_flSpotlightCurLength) + (0.4*flBeamLength); |
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ComputeRenderInfo(); |
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//NDebugOverlay::Cross3D(GetAbsOrigin(),Vector(-5,-5,-5),Vector(5,5,5),0,255,0,true,0.1); |
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//NDebugOverlay::Cross3D(m_vSpotlightCurrentPos,Vector(-5,-5,-5),Vector(5,5,5),0,255,0,true,0.1); |
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//NDebugOverlay::Cross3D(m_vSpotlightTargetPos,Vector(-5,-5,-5),Vector(5,5,5),255,0,0,true,0.1); |
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} |
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//----------------------------------------------------------------------------- |
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// Purpose: |
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//----------------------------------------------------------------------------- |
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void CPointSpotlight::InputLightOn( inputdata_t &inputdata ) |
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{ |
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if ( !m_bSpotlightOn ) |
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{ |
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m_bSpotlightOn = true; |
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if ( m_bEfficientSpotlight ) |
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{ |
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CreateEfficientSpotlight(); |
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} |
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} |
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} |
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//----------------------------------------------------------------------------- |
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// Purpose: |
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//----------------------------------------------------------------------------- |
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void CPointSpotlight::InputLightOff( inputdata_t &inputdata ) |
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{ |
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if ( m_bSpotlightOn ) |
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{ |
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m_bSpotlightOn = false; |
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if ( m_bEfficientSpotlight ) |
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{ |
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SpotlightDestroy(); |
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} |
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} |
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}
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