mirror of
https://github.com/alliedmodders/hl2sdk.git
synced 2024-12-23 01:59:43 +08:00
3957adff10
Recompiled tier1 and mathlib for all platforms will come in next commit.
532 lines
16 KiB
C++
532 lines
16 KiB
C++
//========= Copyright Valve Corporation, All rights reserved. ============//
|
|
//
|
|
// Purpose:
|
|
//
|
|
//===========================================================================//
|
|
|
|
#include "cbase.h"
|
|
#include "beam_shared.h"
|
|
#include "spotlightend.h"
|
|
|
|
// memdbgon must be the last include file in a .cpp file!!!
|
|
#include "tier0/memdbgon.h"
|
|
|
|
// Spawnflags
|
|
#define SF_SPOTLIGHT_START_LIGHT_ON 0x1
|
|
#define SF_SPOTLIGHT_NO_DYNAMIC_LIGHT 0x2
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose:
|
|
//-----------------------------------------------------------------------------
|
|
class CPointSpotlight : public CPointEntity
|
|
{
|
|
DECLARE_CLASS( CPointSpotlight, CPointEntity );
|
|
public:
|
|
DECLARE_DATADESC();
|
|
|
|
CPointSpotlight();
|
|
|
|
void Precache(void);
|
|
void Spawn(void);
|
|
virtual void Activate();
|
|
|
|
virtual void OnEntityEvent( EntityEvent_t event, void *pEventData );
|
|
|
|
private:
|
|
int UpdateTransmitState();
|
|
void SpotlightThink(void);
|
|
void SpotlightUpdate(void);
|
|
Vector SpotlightCurrentPos(void);
|
|
void SpotlightCreate(void);
|
|
void SpotlightDestroy(void);
|
|
|
|
// ------------------------------
|
|
// Inputs
|
|
// ------------------------------
|
|
void InputLightOn( inputdata_t &inputdata );
|
|
void InputLightOff( inputdata_t &inputdata );
|
|
|
|
// Creates the efficient spotlight
|
|
void CreateEfficientSpotlight();
|
|
|
|
// Computes render info for a spotlight
|
|
void ComputeRenderInfo();
|
|
|
|
private:
|
|
bool m_bSpotlightOn;
|
|
bool m_bEfficientSpotlight;
|
|
bool m_bIgnoreSolid;
|
|
Vector m_vSpotlightTargetPos;
|
|
Vector m_vSpotlightCurrentPos;
|
|
Vector m_vSpotlightDir;
|
|
int m_nHaloSprite;
|
|
CHandle<CBeam> m_hSpotlight;
|
|
CHandle<CSpotlightEnd> m_hSpotlightTarget;
|
|
|
|
float m_flSpotlightMaxLength;
|
|
float m_flSpotlightCurLength;
|
|
float m_flSpotlightGoalWidth;
|
|
float m_flHDRColorScale;
|
|
int m_nMinDXLevel;
|
|
|
|
public:
|
|
COutputEvent m_OnOn, m_OnOff; ///< output fires when turned on, off
|
|
};
|
|
|
|
BEGIN_DATADESC( CPointSpotlight )
|
|
DEFINE_FIELD( m_flSpotlightCurLength, FIELD_FLOAT ),
|
|
|
|
DEFINE_FIELD( m_bSpotlightOn, FIELD_BOOLEAN ),
|
|
DEFINE_FIELD( m_bEfficientSpotlight, FIELD_BOOLEAN ),
|
|
DEFINE_FIELD( m_vSpotlightTargetPos, FIELD_POSITION_VECTOR ),
|
|
DEFINE_FIELD( m_vSpotlightCurrentPos, FIELD_POSITION_VECTOR ),
|
|
|
|
// Robin: Don't Save, recreated after restore/transition
|
|
//DEFINE_FIELD( m_hSpotlight, FIELD_EHANDLE ),
|
|
//DEFINE_FIELD( m_hSpotlightTarget, FIELD_EHANDLE ),
|
|
|
|
DEFINE_FIELD( m_vSpotlightDir, FIELD_VECTOR ),
|
|
DEFINE_FIELD( m_nHaloSprite, FIELD_INTEGER ),
|
|
|
|
DEFINE_KEYFIELD( m_bIgnoreSolid, FIELD_BOOLEAN, "IgnoreSolid" ),
|
|
DEFINE_KEYFIELD( m_flSpotlightMaxLength,FIELD_FLOAT, "SpotlightLength"),
|
|
DEFINE_KEYFIELD( m_flSpotlightGoalWidth,FIELD_FLOAT, "SpotlightWidth"),
|
|
DEFINE_KEYFIELD( m_flHDRColorScale, FIELD_FLOAT, "HDRColorScale" ),
|
|
DEFINE_KEYFIELD( m_nMinDXLevel, FIELD_INTEGER, "mindxlevel" ),
|
|
|
|
// Inputs
|
|
DEFINE_INPUTFUNC( FIELD_VOID, "LightOn", InputLightOn ),
|
|
DEFINE_INPUTFUNC( FIELD_VOID, "LightOff", InputLightOff ),
|
|
DEFINE_OUTPUT( m_OnOn, "OnLightOn" ),
|
|
DEFINE_OUTPUT( m_OnOff, "OnLightOff" ),
|
|
|
|
DEFINE_THINKFUNC( SpotlightThink ),
|
|
|
|
END_DATADESC()
|
|
|
|
|
|
LINK_ENTITY_TO_CLASS(point_spotlight, CPointSpotlight);
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose:
|
|
//-----------------------------------------------------------------------------
|
|
CPointSpotlight::CPointSpotlight()
|
|
{
|
|
#ifdef _DEBUG
|
|
m_vSpotlightTargetPos.Init();
|
|
m_vSpotlightCurrentPos.Init();
|
|
m_vSpotlightDir.Init();
|
|
#endif
|
|
m_flHDRColorScale = 1.0f;
|
|
m_nMinDXLevel = 0;
|
|
m_bIgnoreSolid = false;
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose:
|
|
//-----------------------------------------------------------------------------
|
|
void CPointSpotlight::Precache(void)
|
|
{
|
|
BaseClass::Precache();
|
|
|
|
// Sprites.
|
|
m_nHaloSprite = PrecacheModel("sprites/light_glow03.vmt");
|
|
PrecacheModel( "sprites/glow_test02.vmt" );
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose:
|
|
//-----------------------------------------------------------------------------
|
|
void CPointSpotlight::Spawn(void)
|
|
{
|
|
Precache();
|
|
|
|
UTIL_SetSize( this,vec3_origin,vec3_origin );
|
|
AddSolidFlags( FSOLID_NOT_SOLID );
|
|
SetMoveType( MOVETYPE_NONE );
|
|
m_bEfficientSpotlight = true;
|
|
|
|
// Check for user error
|
|
if (m_flSpotlightMaxLength <= 0)
|
|
{
|
|
DevMsg("%s (%s) has an invalid spotlight length <= 0, setting to 500\n", GetClassname(), GetDebugName() );
|
|
m_flSpotlightMaxLength = 500;
|
|
}
|
|
if (m_flSpotlightGoalWidth <= 0)
|
|
{
|
|
DevMsg("%s (%s) has an invalid spotlight width <= 0, setting to 10\n", GetClassname(), GetDebugName() );
|
|
m_flSpotlightGoalWidth = 10;
|
|
}
|
|
|
|
if (m_flSpotlightGoalWidth > MAX_BEAM_WIDTH )
|
|
{
|
|
DevMsg("%s (%s) has an invalid spotlight width %.1f (max %.1f).\n", GetClassname(), GetDebugName(), m_flSpotlightGoalWidth, MAX_BEAM_WIDTH );
|
|
m_flSpotlightGoalWidth = MAX_BEAM_WIDTH;
|
|
}
|
|
|
|
// ------------------------------------
|
|
// Init all class vars
|
|
// ------------------------------------
|
|
m_vSpotlightTargetPos = vec3_origin;
|
|
m_vSpotlightCurrentPos = vec3_origin;
|
|
m_hSpotlight = NULL;
|
|
m_hSpotlightTarget = NULL;
|
|
m_vSpotlightDir = vec3_origin;
|
|
m_flSpotlightCurLength = m_flSpotlightMaxLength;
|
|
|
|
m_bSpotlightOn = HasSpawnFlags( SF_SPOTLIGHT_START_LIGHT_ON );
|
|
|
|
SetThink( &CPointSpotlight::SpotlightThink );
|
|
SetNextThink( gpGlobals->curtime + 0.1f );
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Computes render info for a spotlight
|
|
//-----------------------------------------------------------------------------
|
|
void CPointSpotlight::ComputeRenderInfo()
|
|
{
|
|
// Fade out spotlight end if past max length.
|
|
if ( m_flSpotlightCurLength > 2*m_flSpotlightMaxLength )
|
|
{
|
|
m_hSpotlightTarget->SetRenderColorA( 0 );
|
|
m_hSpotlight->SetFadeLength( m_flSpotlightMaxLength );
|
|
}
|
|
else if ( m_flSpotlightCurLength > m_flSpotlightMaxLength )
|
|
{
|
|
m_hSpotlightTarget->SetRenderColorA( (1-((m_flSpotlightCurLength-m_flSpotlightMaxLength)/m_flSpotlightMaxLength)) );
|
|
m_hSpotlight->SetFadeLength( m_flSpotlightMaxLength );
|
|
}
|
|
else
|
|
{
|
|
m_hSpotlightTarget->SetRenderColorA( 1.0 );
|
|
m_hSpotlight->SetFadeLength( m_flSpotlightCurLength );
|
|
}
|
|
|
|
// Adjust end width to keep beam width constant
|
|
float flNewWidth = m_flSpotlightGoalWidth * (m_flSpotlightCurLength / m_flSpotlightMaxLength);
|
|
flNewWidth = clamp(flNewWidth, 0.f, MAX_BEAM_WIDTH );
|
|
m_hSpotlight->SetEndWidth(flNewWidth);
|
|
|
|
// Adjust width of light on the end.
|
|
if ( FBitSet (m_spawnflags, SF_SPOTLIGHT_NO_DYNAMIC_LIGHT) )
|
|
{
|
|
m_hSpotlightTarget->m_flLightScale = 0.0;
|
|
}
|
|
else
|
|
{
|
|
// <<TODO>> - magic number 1.8 depends on sprite size
|
|
m_hSpotlightTarget->m_flLightScale = 1.8*flNewWidth;
|
|
}
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Creates the efficient spotlight
|
|
//-----------------------------------------------------------------------------
|
|
void CPointSpotlight::CreateEfficientSpotlight()
|
|
{
|
|
if ( m_hSpotlightTarget.Get() != NULL )
|
|
return;
|
|
|
|
SpotlightCreate();
|
|
m_vSpotlightCurrentPos = SpotlightCurrentPos();
|
|
m_hSpotlightTarget->SetAbsOrigin( m_vSpotlightCurrentPos );
|
|
m_hSpotlightTarget->m_vSpotlightOrg = GetAbsOrigin();
|
|
VectorSubtract( m_hSpotlightTarget->GetAbsOrigin(), m_hSpotlightTarget->m_vSpotlightOrg, m_hSpotlightTarget->m_vSpotlightDir );
|
|
m_flSpotlightCurLength = VectorNormalize( m_hSpotlightTarget->m_vSpotlightDir );
|
|
m_hSpotlightTarget->SetMoveType( MOVETYPE_NONE );
|
|
ComputeRenderInfo();
|
|
|
|
m_OnOn.FireOutput( this, this );
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose:
|
|
//-----------------------------------------------------------------------------
|
|
void CPointSpotlight::Activate(void)
|
|
{
|
|
BaseClass::Activate();
|
|
|
|
if ( GetMoveParent() )
|
|
{
|
|
m_bEfficientSpotlight = false;
|
|
}
|
|
|
|
if ( m_bEfficientSpotlight )
|
|
{
|
|
if ( m_bSpotlightOn )
|
|
{
|
|
CreateEfficientSpotlight();
|
|
}
|
|
|
|
// Don't think
|
|
SetThink( NULL );
|
|
}
|
|
}
|
|
|
|
|
|
//-------------------------------------------------------------------------------------
|
|
// Optimization to deal with spotlights
|
|
//-------------------------------------------------------------------------------------
|
|
void CPointSpotlight::OnEntityEvent( EntityEvent_t event, void *pEventData )
|
|
{
|
|
if ( event == ENTITY_EVENT_PARENT_CHANGED )
|
|
{
|
|
if ( GetMoveParent() )
|
|
{
|
|
m_bEfficientSpotlight = false;
|
|
if ( m_hSpotlightTarget )
|
|
{
|
|
m_hSpotlightTarget->SetMoveType( MOVETYPE_FLY );
|
|
}
|
|
SetThink( &CPointSpotlight::SpotlightThink );
|
|
SetNextThink( gpGlobals->curtime + 0.1f );
|
|
}
|
|
}
|
|
|
|
BaseClass::OnEntityEvent( event, pEventData );
|
|
}
|
|
|
|
|
|
//-------------------------------------------------------------------------------------
|
|
// Purpose : Send even though we don't have a model so spotlight gets proper position
|
|
// Input :
|
|
// Output :
|
|
//-------------------------------------------------------------------------------------
|
|
int CPointSpotlight::UpdateTransmitState()
|
|
{
|
|
if ( m_bEfficientSpotlight )
|
|
return SetTransmitState( FL_EDICT_DONTSEND );
|
|
|
|
return SetTransmitState( FL_EDICT_PVSCHECK );
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: Plays the engine sound.
|
|
//-----------------------------------------------------------------------------
|
|
void CPointSpotlight::SpotlightThink( void )
|
|
{
|
|
if ( GetMoveParent() )
|
|
{
|
|
SetNextThink( gpGlobals->curtime + TICK_INTERVAL );
|
|
}
|
|
else
|
|
{
|
|
SetNextThink( gpGlobals->curtime + 0.1f );
|
|
}
|
|
|
|
SpotlightUpdate();
|
|
}
|
|
|
|
//------------------------------------------------------------------------------
|
|
// Purpose :
|
|
// Input :
|
|
// Output :
|
|
//------------------------------------------------------------------------------
|
|
void CPointSpotlight::SpotlightCreate(void)
|
|
{
|
|
if ( m_hSpotlightTarget.Get() != NULL )
|
|
return;
|
|
|
|
AngleVectors( GetAbsAngles(), &m_vSpotlightDir );
|
|
|
|
Vector vTargetPos;
|
|
if ( m_bIgnoreSolid )
|
|
{
|
|
vTargetPos = GetAbsOrigin() + m_vSpotlightDir * m_flSpotlightMaxLength;
|
|
}
|
|
else
|
|
{
|
|
trace_t tr;
|
|
UTIL_TraceLine( GetAbsOrigin(), GetAbsOrigin() + m_vSpotlightDir * m_flSpotlightMaxLength, MASK_SOLID_BRUSHONLY, this, COLLISION_GROUP_NONE, &tr );
|
|
vTargetPos = tr.endpos;
|
|
}
|
|
|
|
m_hSpotlightTarget = (CSpotlightEnd*)CreateEntityByName( "spotlight_end" );
|
|
m_hSpotlightTarget->Spawn();
|
|
m_hSpotlightTarget->SetAbsOrigin( vTargetPos );
|
|
m_hSpotlightTarget->SetOwnerEntity( this );
|
|
m_hSpotlightTarget->m_clrRender = m_clrRender;
|
|
m_hSpotlightTarget->m_Radius = m_flSpotlightMaxLength;
|
|
|
|
if ( FBitSet (m_spawnflags, SF_SPOTLIGHT_NO_DYNAMIC_LIGHT) )
|
|
{
|
|
m_hSpotlightTarget->m_flLightScale = 0.0;
|
|
}
|
|
|
|
//m_hSpotlight = CBeam::BeamCreate( "sprites/spotlight.vmt", m_flSpotlightGoalWidth );
|
|
m_hSpotlight = CBeam::BeamCreate( "sprites/glow_test02.vmt", m_flSpotlightGoalWidth );
|
|
// Set the temporary spawnflag on the beam so it doesn't save (we'll recreate it on restore)
|
|
m_hSpotlight->SetHDRColorScale( m_flHDRColorScale );
|
|
m_hSpotlight->AddSpawnFlags( SF_BEAM_TEMPORARY );
|
|
m_hSpotlight->SetColor( m_clrRender->r, m_clrRender->g, m_clrRender->b );
|
|
m_hSpotlight->SetHaloTexture(m_nHaloSprite);
|
|
m_hSpotlight->SetHaloScale(60);
|
|
m_hSpotlight->SetEndWidth(m_flSpotlightGoalWidth);
|
|
m_hSpotlight->SetBeamFlags( (FBEAM_SHADEOUT|FBEAM_NOTILE) );
|
|
m_hSpotlight->SetBrightness( 64 );
|
|
m_hSpotlight->SetNoise( 0 );
|
|
m_hSpotlight->SetMinDXLevel( m_nMinDXLevel );
|
|
|
|
if ( m_bEfficientSpotlight )
|
|
{
|
|
m_hSpotlight->PointsInit( GetAbsOrigin(), m_hSpotlightTarget->GetAbsOrigin() );
|
|
}
|
|
else
|
|
{
|
|
m_hSpotlight->EntsInit( this, m_hSpotlightTarget );
|
|
}
|
|
}
|
|
|
|
//------------------------------------------------------------------------------
|
|
// Purpose :
|
|
// Input :
|
|
// Output :
|
|
//------------------------------------------------------------------------------
|
|
Vector CPointSpotlight::SpotlightCurrentPos(void)
|
|
{
|
|
AngleVectors( GetAbsAngles(), &m_vSpotlightDir );
|
|
|
|
// Get beam end point. Only collide with solid objects, not npcs
|
|
Vector vEndPos = GetAbsOrigin() + ( m_vSpotlightDir * 2 * m_flSpotlightMaxLength );
|
|
if ( m_bIgnoreSolid )
|
|
{
|
|
return vEndPos;
|
|
}
|
|
else
|
|
{
|
|
trace_t tr;
|
|
UTIL_TraceLine( GetAbsOrigin(), vEndPos, MASK_SOLID_BRUSHONLY, this, COLLISION_GROUP_NONE, &tr );
|
|
return tr.endpos;
|
|
}
|
|
}
|
|
|
|
//------------------------------------------------------------------------------
|
|
// Purpose :
|
|
// Input :
|
|
// Output :
|
|
//------------------------------------------------------------------------------
|
|
void CPointSpotlight::SpotlightDestroy(void)
|
|
{
|
|
if ( m_hSpotlight )
|
|
{
|
|
m_OnOff.FireOutput( this, this );
|
|
|
|
UTIL_Remove(m_hSpotlight);
|
|
UTIL_Remove(m_hSpotlightTarget);
|
|
}
|
|
}
|
|
|
|
//------------------------------------------------------------------------------
|
|
// Purpose : Update the direction and position of my spotlight
|
|
// Input :
|
|
// Output :
|
|
//------------------------------------------------------------------------------
|
|
void CPointSpotlight::SpotlightUpdate(void)
|
|
{
|
|
// ---------------------------------------------------
|
|
// If I don't have a spotlight attempt to create one
|
|
// ---------------------------------------------------
|
|
if ( !m_hSpotlight )
|
|
{
|
|
if ( m_bSpotlightOn )
|
|
{
|
|
// 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();
|
|
}
|
|
}
|
|
}
|