sqwarmed/sdk_src/game/client/game_controls/basemodel_panel.cpp

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2024-08-29 19:18:30 -04:00
//====== Copyright <20> 1996-2008, Valve Corporation, All rights reserved. =======
//
// Purpose:
//
//=============================================================================
#include "cbase.h"
#include "basemodel_panel.h"
#include "activitylist.h"
#include "animation.h"
#include "vgui/iinput.h"
#include "matsys_controls/manipulator.h"
using namespace vgui;
DECLARE_BUILD_FACTORY( CBaseModelPanel );
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
CBaseModelPanel::CBaseModelPanel( vgui::Panel *pParent, const char *pName ): BaseClass( pParent, pName )
{
m_bForcePos = false;
m_bMousePressed = false;
m_bAllowRotation = false;
vgui::SETUP_PANEL( this );
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
CBaseModelPanel::~CBaseModelPanel()
{
}
//-----------------------------------------------------------------------------
// Purpose: Load in the model portion of the panel's resource file.
//-----------------------------------------------------------------------------
void CBaseModelPanel::ApplySettings( KeyValues *inResourceData )
{
BaseClass::ApplySettings( inResourceData );
// Grab and set the camera FOV.
float flFOV = GetCameraFOV();
m_BMPResData.m_flFOV = inResourceData->GetInt( "fov", flFOV );
SetCameraFOV( m_BMPResData.m_flFOV );
// Do we allow rotation on these panels.
m_bAllowRotation = ( inResourceData->GetInt( "allow_rot", 0 ) == 1 );
// Parse our resource file and apply all necessary updates to the MDL.
for ( KeyValues *pData = inResourceData->GetFirstSubKey() ; pData != NULL ; pData = pData->GetNextKey() )
{
if ( !Q_stricmp( pData->GetName(), "model" ) )
{
ParseModelResInfo( pData );
}
}
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CBaseModelPanel::ParseModelResInfo( KeyValues *inResourceData )
{
m_bForcePos = ( inResourceData->GetInt( "force_pos", 0 ) == 1 );
m_BMPResData.m_pszModelName = ReadAndAllocStringValue( inResourceData, "modelname" );
m_BMPResData.m_pszModelName_HWM = ReadAndAllocStringValue( inResourceData, "modelname_hwm" );
m_BMPResData.m_pszVCD = ReadAndAllocStringValue( inResourceData, "vcd" );
m_BMPResData.m_angModelPoseRot.Init( inResourceData->GetFloat( "angles_x", 0.0f ), inResourceData->GetFloat( "angles_y", 0.0f ), inResourceData->GetFloat( "angles_z", 0.0f ) );
m_BMPResData.m_vecOriginOffset.Init( inResourceData->GetFloat( "origin_x", 110.0 ), inResourceData->GetFloat( "origin_y", 5.0 ), inResourceData->GetFloat( "origin_z", 5.0 ) );
m_BMPResData.m_vecFramedOriginOffset.Init( inResourceData->GetFloat( "frame_origin_x", 110.0 ), inResourceData->GetFloat( "frame_origin_y", 5.0 ), inResourceData->GetFloat( "frame_origin_z", 5.0 ) );
m_BMPResData.m_vecViewportOffset.Init();
m_BMPResData.m_nSkin = inResourceData->GetInt( "skin", -1 );
m_BMPResData.m_bUseSpotlight = ( inResourceData->GetInt( "spotlight", 0 ) == 1 );
m_angPlayer = m_BMPResData.m_angModelPoseRot;
m_vecPlayerPos = m_BMPResData.m_vecOriginOffset;
for ( KeyValues *pData = inResourceData->GetFirstSubKey(); pData != NULL; pData = pData->GetNextKey() )
{
if ( !Q_stricmp( pData->GetName(), "animation" ) )
{
ParseModelAnimInfo( pData );
}
else if ( !Q_stricmp( pData->GetName(), "attached_model" ) )
{
ParseModelAttachInfo( pData );
}
}
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CBaseModelPanel::ParseModelAnimInfo( KeyValues *inResourceData )
{
if ( !inResourceData )
return;
int iAnim = m_BMPResData.m_aAnimations.AddToTail();
if ( iAnim == m_BMPResData.m_aAnimations.InvalidIndex() )
return;
m_BMPResData.m_aAnimations[iAnim].m_pszName = ReadAndAllocStringValue( inResourceData, "name" );
m_BMPResData.m_aAnimations[iAnim].m_pszSequence = ReadAndAllocStringValue( inResourceData, "sequence" );
m_BMPResData.m_aAnimations[iAnim].m_pszActivity = ReadAndAllocStringValue( inResourceData, "activity" );
m_BMPResData.m_aAnimations[iAnim].m_bDefault = ( inResourceData->GetInt( "default", 0 ) == 1 );
for ( KeyValues *pAnimData = inResourceData->GetFirstSubKey(); pAnimData != NULL; pAnimData = pAnimData->GetNextKey() )
{
if ( !Q_stricmp( pAnimData->GetName(), "pose_parameters" ) )
{
m_BMPResData.m_aAnimations[iAnim].m_pPoseParameters = pAnimData->MakeCopy();
}
}
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CBaseModelPanel::ParseModelAttachInfo( KeyValues *inResourceData )
{
if ( !inResourceData )
return;
int iAttach = m_BMPResData.m_aAttachModels.AddToTail();
if ( iAttach == m_BMPResData.m_aAttachModels.InvalidIndex() )
return;
m_BMPResData.m_aAttachModels[iAttach].m_pszModelName = ReadAndAllocStringValue( inResourceData, "modelname" );
m_BMPResData.m_aAttachModels[iAttach].m_nSkin = inResourceData->GetInt( "skin", -1 );
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CBaseModelPanel::SetupModelDefaults( void )
{
SetupModelAnimDefaults();
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CBaseModelPanel::SetupModelAnimDefaults( void )
{
// Verify that we have animations for this model.
int nAnimCount = m_BMPResData.m_aAnimations.Count();
if ( nAnimCount == 0 )
return;
// Find the default animation if one exists.
int iIndex = FindDefaultAnim();
if ( iIndex == -1 )
return;
SetModelAnim( iIndex );
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
int CBaseModelPanel::FindDefaultAnim( void )
{
int iIndex = -1;
int nAnimCount = m_BMPResData.m_aAnimations.Count();
for ( int iAnim = 0; iAnim < nAnimCount; ++iAnim )
{
if ( m_BMPResData.m_aAnimations[iAnim].m_bDefault )
return iAnim;
}
return iIndex;
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
int CBaseModelPanel::FindAnimByName( const char *pszName )
{
int iIndex = -1;
int nAnimCount = m_BMPResData.m_aAnimations.Count();
for ( int iAnim = 0; iAnim < nAnimCount; ++iAnim )
{
if ( !Q_stricmp( m_BMPResData.m_aAnimations[iAnim].m_pszName, pszName ) )
return iAnim;
}
return iIndex;
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
int CBaseModelPanel::FindSequenceFromActivity( CStudioHdr *pStudioHdr, const char *pszActivity )
{
if ( !pStudioHdr )
return -1;
for ( int iSeq = 0; iSeq < pStudioHdr->GetNumSeq(); ++iSeq )
{
mstudioseqdesc_t &seqDesc = pStudioHdr->pSeqdesc( iSeq );
if ( !stricmp( seqDesc.pszActivityName(), pszActivity ) )
{
return iSeq;
}
}
return -1;
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CBaseModelPanel::SetModelAnim( int iAnim )
{
int nAnimCount = m_BMPResData.m_aAnimations.Count();
if ( nAnimCount == 0 || !m_BMPResData.m_aAnimations.IsValidIndex( iAnim ) )
return;
// Do we have an activity or a sequence?
if ( m_BMPResData.m_aAnimations[iAnim].m_pszActivity && m_BMPResData.m_aAnimations[iAnim].m_pszActivity[0] )
{
SetModelAnim( m_BMPResData.m_aAnimations[iAnim].m_pszActivity );
}
else if ( m_BMPResData.m_aAnimations[iAnim].m_pszSequence && m_BMPResData.m_aAnimations[iAnim].m_pszSequence[0] )
{
SetModelAnim( m_BMPResData.m_aAnimations[iAnim].m_pszSequence );
}
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CBaseModelPanel::SetModelAnim( const char *pszName )
{
MDLCACHE_CRITICAL_SECTION();
// Get the studio header of the root model.
studiohdr_t *pStudioHdr = m_RootMDL.m_MDL.GetStudioHdr();
if ( !pStudioHdr )
return;
CStudioHdr studioHdr( pStudioHdr, g_pMDLCache );
int iSequence = ACT_INVALID;
iSequence = FindSequenceFromActivity( &studioHdr, pszName );
if ( iSequence == ACT_INVALID )
{
iSequence = LookupSequence( &studioHdr, pszName );
}
if ( iSequence != ACT_INVALID )
{
SetSequence( iSequence );
}
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CBaseModelPanel::SetMDL( MDLHandle_t handle )
{
BaseClass::SetMDL( handle );
SetupModelDefaults();
// Need to invalidate the layout so the panel will adjust is LookAt for the new model.
InvalidateLayout();
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CBaseModelPanel::SetMDL( const char *pMDLName )
{
SetSequence( 0 );
BaseClass::SetMDL( pMDLName );
// Need to invalidate the layout so the panel will adjust is LookAt for the new model.
// InvalidateLayout();
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CBaseModelPanel::PerformLayout()
{
BaseClass::PerformLayout();
if ( m_bForcePos )
{
ResetCameraPivot();
SetCameraOffset( Vector( 0.0f, 0.0f, 0.0f ) );
SetCameraPositionAndAngles( vec3_origin, vec3_angle );
SetModelAnglesAndPosition( m_angPlayer, m_vecPlayerPos );
}
// Center and fill the frame with the model?
if ( m_bStartFramed )
{
Vector vecBoundsMin, vecBoundsMax;
if ( GetBoundingBox( vecBoundsMin, vecBoundsMax ) )
{
LookAtBounds( vecBoundsMin, vecBoundsMax );
}
}
}
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
void CBaseModelPanel::OnKeyCodePressed ( vgui::KeyCode code )
{
return;
}
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
void CBaseModelPanel::OnKeyCodeReleased( vgui::KeyCode code )
{
return;
}
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
void CBaseModelPanel::OnMousePressed ( vgui::MouseCode code )
{
if ( !m_bAllowRotation )
return;
RequestFocus();
EnableMouseCapture( true, code );
// Warp the mouse to the center of the screen
int width, height;
GetSize( width, height );
int x = width / 2;
int y = height / 2;
int xpos = x;
int ypos = y;
LocalToScreen( xpos, ypos );
input()->SetCursorPos( xpos, ypos );
m_nManipStartX = xpos;
m_nManipStartY = ypos;
m_bMousePressed = true;
}
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
void CBaseModelPanel::OnMouseReleased( vgui::MouseCode code )
{
if ( !m_bAllowRotation )
return;
EnableMouseCapture( false );
m_bMousePressed = false;
}
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
void CBaseModelPanel::OnCursorMoved( int x, int y )
{
if ( !m_bAllowRotation )
return;
if ( m_bMousePressed )
{
WarpMouse( x, y );
int xpos, ypos;
input()->GetCursorPos( xpos, ypos );
// Only want the x delta.
float flDelta = xpos - m_nManipStartX;
// Apply the delta and rotate the player.
m_angPlayer.y += flDelta;
if ( m_angPlayer.y > 360.0f )
{
m_angPlayer.y = m_angPlayer.y - 360.0f;
}
else if ( m_angPlayer.y < -360.0f )
{
m_angPlayer.y = m_angPlayer.y + 360.0f;
}
SetModelAnglesAndPosition( m_angPlayer, m_vecPlayerPos );
}
}
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
void CBaseModelPanel::OnMouseWheeled( int delta )
{
return;
}
//-----------------------------------------------------------------------------
// Purpose: Set the camera to a distance that allows the object to fill the model panel.
//-----------------------------------------------------------------------------
void CBaseModelPanel::LookAtBounds( const Vector &vecBoundsMin, const Vector &vecBoundsMax )
{
// Get the model space render bounds.
Vector vecMin = vecBoundsMin;
Vector vecMax = vecBoundsMax;
Vector vecCenter = ( vecMax + vecMin ) * 0.5f;
vecMin -= vecCenter;
vecMax -= vecCenter;
// Get the bounds points and transform them by the desired model panel rotation.
Vector aBoundsPoints[8];
aBoundsPoints[0].Init( vecMax.x, vecMax.y, vecMax.z );
aBoundsPoints[1].Init( vecMin.x, vecMax.y, vecMax.z );
aBoundsPoints[2].Init( vecMax.x, vecMin.y, vecMax.z );
aBoundsPoints[3].Init( vecMin.x, vecMin.y, vecMax.z );
aBoundsPoints[4].Init( vecMax.x, vecMax.y, vecMin.z );
aBoundsPoints[5].Init( vecMin.x, vecMax.y, vecMin.z );
aBoundsPoints[6].Init( vecMax.x, vecMin.y, vecMin.z );
aBoundsPoints[7].Init( vecMin.x, vecMin.y, vecMin.z );
// Translated center point (offset from camera center).
Vector vecTranslateCenter = -vecCenter;
// Build the rotation matrix.
matrix3x4_t matRotation;
AngleMatrix( m_BMPResData.m_angModelPoseRot, matRotation );
Vector aXFormPoints[8];
for ( int iPoint = 0; iPoint < 8; ++iPoint )
{
VectorTransform( aBoundsPoints[iPoint], matRotation, aXFormPoints[iPoint] );
}
Vector vecXFormCenter;
VectorTransform( -vecTranslateCenter, matRotation, vecXFormCenter );
int w, h;
GetSize( w, h );
float flW = (float)w;
float flH = (float)h;
float flFOVx = DEG2RAD( m_BMPResData.m_flFOV * 0.5f );
float flFOVy = CalcFovY( ( m_BMPResData.m_flFOV * 0.5f ), flW/flH );
flFOVy = DEG2RAD( flFOVy );
float flTanFOVx = tan( flFOVx );
float flTanFOVy = tan( flFOVy );
// Find the max value of x, y, or z
Vector2D dist[8];
float flDist = 0.0f;
for ( int iPoint = 0; iPoint < 8; ++iPoint )
{
float flDistY = fabs( aXFormPoints[iPoint].y / flTanFOVx ) - aXFormPoints[iPoint].x;
float flDistZ = fabs( aXFormPoints[iPoint].z / flTanFOVy ) - aXFormPoints[iPoint].x;
dist[iPoint].x = flDistY;
dist[iPoint].y = flDistZ;
float flTestDist = MAX( flDistZ, flDistY );
flDist = MAX( flDist, flTestDist );
}
// Screen space points.
Vector2D aScreenPoints[8];
Vector aCameraPoints[8];
for ( int iPoint = 0; iPoint < 8; ++iPoint )
{
aCameraPoints[iPoint] = aXFormPoints[iPoint];
aCameraPoints[iPoint].x += flDist;
aScreenPoints[iPoint].x = aCameraPoints[iPoint].y / ( flTanFOVx * aCameraPoints[iPoint].x );
aScreenPoints[iPoint].y = aCameraPoints[iPoint].z / ( flTanFOVy * aCameraPoints[iPoint].x );
aScreenPoints[iPoint].x = ( aScreenPoints[iPoint].x * 0.5f + 0.5f ) * flW;
aScreenPoints[iPoint].y = ( aScreenPoints[iPoint].y * 0.5f + 0.5f ) * flH;
}
// Find the min/max and center of the 2D bounding box of the object.
Vector2D vecScreenMin( 99999.0f, 99999.0f ), vecScreenMax( -99999.0f, -99999.0f );
for ( int iPoint = 0; iPoint < 8; ++iPoint )
{
vecScreenMin.x = MIN( vecScreenMin.x, aScreenPoints[iPoint].x );
vecScreenMin.y = MIN( vecScreenMin.y, aScreenPoints[iPoint].y );
vecScreenMax.x = MAX( vecScreenMax.x, aScreenPoints[iPoint].x );
vecScreenMax.y = MAX( vecScreenMax.y, aScreenPoints[iPoint].y );
}
// Offset the model to the be the correct distance away from the camera.
Vector vecModelPos;
vecModelPos.x = flDist - vecXFormCenter.x;
vecModelPos.y = -vecXFormCenter.y;
vecModelPos.z = -vecXFormCenter.z;
SetModelAnglesAndPosition( m_BMPResData.m_angModelPoseRot, vecModelPos );
// Back project to figure out the camera offset to center the model.
Vector2D vecPanelCenter( ( flW * 0.5f ), ( flH * 0.5f ) );
Vector2D vecScreenCenter = ( vecScreenMax + vecScreenMin ) * 0.5f;
Vector2D vecPanelCenterCamera, vecScreenCenterCamera;
vecPanelCenterCamera.x = ( ( vecPanelCenter.x / flW ) * 2.0f ) - 0.5f;
vecPanelCenterCamera.y = ( ( vecPanelCenter.y / flH ) * 2.0f ) - 0.5f;
vecPanelCenterCamera.x *= ( flTanFOVx * flDist );
vecPanelCenterCamera.y *= ( flTanFOVy * flDist );
vecScreenCenterCamera.x = ( ( vecScreenCenter.x / flW ) * 2.0f ) - 0.5f;
vecScreenCenterCamera.y = ( ( vecScreenCenter.y / flH ) * 2.0f ) - 0.5f;
vecScreenCenterCamera.x *= ( flTanFOVx * flDist );
vecScreenCenterCamera.y *= ( flTanFOVy * flDist );
Vector2D vecCameraOffset( 0.0f, 0.0f );
vecCameraOffset.x = vecPanelCenterCamera.x - vecScreenCenterCamera.x;
vecCameraOffset.y = vecPanelCenterCamera.y - vecScreenCenterCamera.y;
// Clear the camera pivot and set position matrix.
ResetCameraPivot();
SetCameraOffset( Vector( 0.0f, -vecCameraOffset.x, -vecCameraOffset.y ) );
UpdateCameraTransform();
}