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hl2sdk/cl_dll/c_physicsprop.cpp

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//========= Copyright <20> 1996-2005, Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
//=============================================================================//
#include "cbase.h"
#include "model_types.h"
#include "vcollide.h"
#include "vcollide_parse.h"
#include "solidsetdefaults.h"
#include "bone_setup.h"
#include "engine/ivmodelinfo.h"
#include "physics.h"
#include "view.h"
#include "clienteffectprecachesystem.h"
#include "c_physicsprop.h"
#include "tier0/vprof.h"
#include "ivrenderview.h"
// memdbgon must be the last include file in a .cpp file!!!
#include "tier0/memdbgon.h"
IMPLEMENT_CLIENTCLASS_DT(C_PhysicsProp, DT_PhysicsProp, CPhysicsProp)
RecvPropBool( RECVINFO( m_bAwake ) ),
END_RECV_TABLE()
ConVar r_PhysPropStaticLighting( "r_PhysPropStaticLighting", "1" );
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
C_PhysicsProp::C_PhysicsProp( void )
{
m_pPhysicsObject = NULL;
m_takedamage = DAMAGE_YES;
// default true so static lighting will get recomputed when we go to sleep
m_bAwakeLastTime = true;
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
C_PhysicsProp::~C_PhysicsProp( void )
{
}
ConVar r_visualizeproplightcaching( "r_visualizeproplightcaching", "0" );
//-----------------------------------------------------------------------------
// Purpose: Draws the object
// Input : flags -
//-----------------------------------------------------------------------------
// FIXME!!!! I hate the fact that InternalDrawModel is always such a huge cut-and-paste job.
int C_PhysicsProp::InternalDrawModel( int flags )
{
VPROF( "C_PhysicsProp::InternalDrawModel" );
//-----------------------------------------------------------------------------
// Overriding C_BaseAnimating::InternalDrawModel so that we can detect when the
// prop is asleep. This allows us to bake the lighting for the model.
//-----------------------------------------------------------------------------
if ( !GetModel() )
{
return 0;
}
if ( IsEffectActive( EF_ITEM_BLINK ) )
{
flags |= STUDIO_ITEM_BLINK;
}
// This should never happen, but if the server class hierarchy has bmodel entities derived from CBaseAnimating or does a
// SetModel with the wrong type of model, this could occur.
if ( modelinfo->GetModelType( GetModel() ) != mod_studio )
{
return BaseClass::DrawModel( flags );
}
// Make sure hdr is valid for drawing
if ( !GetModelPtr() )
{
// inhibit drawing and state setting until all data available
return 0;
}
CreateModelInstance();
if ( r_PhysPropStaticLighting.GetBool() && m_bAwakeLastTime != m_bAwake )
{
if ( m_bAwakeLastTime && !m_bAwake )
{
// transition to sleep, bake lighting now, once
if ( !modelrender->RecomputeStaticLighting( GetModelInstance() ) )
{
// not valid for drawing
return 0;
}
if ( r_visualizeproplightcaching.GetBool() )
{
float color[] = { 0.0f, 1.0f, 0.0f, 1.0f };
render->SetColorModulation( color );
}
}
else if ( r_visualizeproplightcaching.GetBool() )
{
float color[] = { 1.0f, 0.0f, 0.0f, 1.0f };
render->SetColorModulation( color );
}
}
if ( !m_bAwake && r_PhysPropStaticLighting.GetBool() )
{
// going to sleep, have static lighting
flags |= STUDIO_STATIC_LIGHTING;
}
Vector tmpOrigin = GetRenderOrigin();
int drawn = modelrender->DrawModel(
flags,
this,
GetModelInstance(),
index,
GetModel(),
GetRenderOrigin(),
GetRenderAngles(),
m_nSkin,
m_nBody,
m_nHitboxSet );
if ( vcollide_wireframe.GetBool() )
{
if ( IsRagdoll() )
{
m_pRagdoll->DrawWireframe();
}
else
{
vcollide_t *pCollide = modelinfo->GetVCollide( GetModelIndex() );
if ( pCollide && pCollide->solidCount == 1 )
{
static color32 debugColor = {0,255,255,0};
matrix3x4_t matrix;
AngleMatrix( GetAbsAngles(), GetAbsOrigin(), matrix );
engine->DebugDrawPhysCollide( pCollide->solids[0], NULL, matrix, debugColor );
}
}
}
// track state
m_bAwakeLastTime = m_bAwake;
return drawn;
}