533 lines
16 KiB
C++
533 lines
16 KiB
C++
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//===== Copyright <20> 1996-2005, 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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void InputSetColor( inputdata_t &inputdata );
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void InputForceUpdate( 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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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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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_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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// 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_INPUTFUNC( FIELD_COLOR32, "SetColor", InputSetColor ),
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DEFINE_INPUTFUNC( FIELD_VOID, "ForceUpdate", InputForceUpdate ),
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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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}
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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->SetRenderAlpha( 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->SetRenderAlpha( (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->SetRenderAlpha( 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, 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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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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m_hSpotlightTarget = (CSpotlightEnd*)CreateEntityByName( "spotlight_end" );
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m_hSpotlightTarget->Spawn();
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m_hSpotlightTarget->SetAbsOrigin( tr.endpos );
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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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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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trace_t tr;
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UTIL_TraceLine( GetAbsOrigin(), GetAbsOrigin() + (m_vSpotlightDir * 2 * m_flSpotlightMaxLength), 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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// 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
|
|||
|
SpotlightCreate();
|
|||
|
}
|
|||
|
else
|
|||
|
{
|
|||
|
return;
|
|||
|
}
|
|||
|
}
|
|||
|
else if ( !m_bSpotlightOn )
|
|||
|
{
|
|||
|
SpotlightDestroy();
|
|||
|
return;
|
|||
|
}
|
|||
|
|
|||
|
if ( !m_hSpotlightTarget )
|
|||
|
{
|
|||
|
DevWarning( "**Attempting to update point_spotlight but target ent is NULL\n" );
|
|||
|
SpotlightDestroy();
|
|||
|
SpotlightCreate();
|
|||
|
if ( !m_hSpotlightTarget )
|
|||
|
return;
|
|||
|
}
|
|||
|
|
|||
|
m_vSpotlightCurrentPos = SpotlightCurrentPos();
|
|||
|
|
|||
|
// Update spotlight target velocity
|
|||
|
Vector vTargetDir;
|
|||
|
VectorSubtract( m_vSpotlightCurrentPos, m_hSpotlightTarget->GetAbsOrigin(), vTargetDir );
|
|||
|
float vTargetDist = vTargetDir.Length();
|
|||
|
|
|||
|
// If we haven't moved at all, don't recompute
|
|||
|
if ( vTargetDist < 1 )
|
|||
|
{
|
|||
|
m_hSpotlightTarget->SetAbsVelocity( vec3_origin );
|
|||
|
return;
|
|||
|
}
|
|||
|
|
|||
|
Vector vecNewVelocity = vTargetDir;
|
|||
|
VectorNormalize(vecNewVelocity);
|
|||
|
vecNewVelocity *= (10 * vTargetDist);
|
|||
|
|
|||
|
// If a large move is requested, just jump to final spot as we probably hit a discontinuity
|
|||
|
if (vecNewVelocity.Length() > 200)
|
|||
|
{
|
|||
|
VectorNormalize(vecNewVelocity);
|
|||
|
vecNewVelocity *= 200;
|
|||
|
VectorNormalize(vTargetDir);
|
|||
|
m_hSpotlightTarget->SetAbsOrigin( m_vSpotlightCurrentPos );
|
|||
|
}
|
|||
|
m_hSpotlightTarget->SetAbsVelocity( vecNewVelocity );
|
|||
|
m_hSpotlightTarget->m_vSpotlightOrg = GetAbsOrigin();
|
|||
|
|
|||
|
// Avoid sudden change in where beam fades out when cross disconinuities
|
|||
|
VectorSubtract( m_hSpotlightTarget->GetAbsOrigin(), m_hSpotlightTarget->m_vSpotlightOrg, m_hSpotlightTarget->m_vSpotlightDir );
|
|||
|
float flBeamLength = VectorNormalize( m_hSpotlightTarget->m_vSpotlightDir );
|
|||
|
m_flSpotlightCurLength = (0.60*m_flSpotlightCurLength) + (0.4*flBeamLength);
|
|||
|
|
|||
|
ComputeRenderInfo();
|
|||
|
|
|||
|
//NDebugOverlay::Cross3D(GetAbsOrigin(),Vector(-5,-5,-5),Vector(5,5,5),0,255,0,true,0.1);
|
|||
|
//NDebugOverlay::Cross3D(m_vSpotlightCurrentPos,Vector(-5,-5,-5),Vector(5,5,5),0,255,0,true,0.1);
|
|||
|
//NDebugOverlay::Cross3D(m_vSpotlightTargetPos,Vector(-5,-5,-5),Vector(5,5,5),255,0,0,true,0.1);
|
|||
|
}
|
|||
|
|
|||
|
//-----------------------------------------------------------------------------
|
|||
|
// Purpose:
|
|||
|
//-----------------------------------------------------------------------------
|
|||
|
void CPointSpotlight::InputLightOn( inputdata_t &inputdata )
|
|||
|
{
|
|||
|
if ( !m_bSpotlightOn )
|
|||
|
{
|
|||
|
m_bSpotlightOn = true;
|
|||
|
if ( m_bEfficientSpotlight )
|
|||
|
{
|
|||
|
CreateEfficientSpotlight();
|
|||
|
}
|
|||
|
}
|
|||
|
}
|
|||
|
|
|||
|
//-----------------------------------------------------------------------------
|
|||
|
// Purpose:
|
|||
|
//-----------------------------------------------------------------------------
|
|||
|
void CPointSpotlight::InputLightOff( inputdata_t &inputdata )
|
|||
|
{
|
|||
|
if ( m_bSpotlightOn )
|
|||
|
{
|
|||
|
m_bSpotlightOn = false;
|
|||
|
if ( m_bEfficientSpotlight )
|
|||
|
{
|
|||
|
SpotlightDestroy();
|
|||
|
}
|
|||
|
}
|
|||
|
}
|
|||
|
|
|||
|
//-----------------------------------------------------------------------------
|
|||
|
// Purpose: Set the beam's color
|
|||
|
//-----------------------------------------------------------------------------
|
|||
|
void CPointSpotlight::InputSetColor( inputdata_t &inputdata )
|
|||
|
{
|
|||
|
if ( m_hSpotlight )
|
|||
|
{
|
|||
|
color32 clr = inputdata.value.Color32();
|
|||
|
m_hSpotlight->SetColor( clr.r, clr.g, clr.b );
|
|||
|
}
|
|||
|
}
|
|||
|
|
|||
|
//-----------------------------------------------------------------------------
|
|||
|
// Purpose: Force update the spotlight
|
|||
|
//-----------------------------------------------------------------------------
|
|||
|
void CPointSpotlight::InputForceUpdate( inputdata_t &inputdata )
|
|||
|
{
|
|||
|
SpotlightUpdate();
|
|||
|
}
|