Exemple #1
0
//-----------------------------------------------------------------------------
// Purpose: 
//-----------------------------------------------------------------------------
void CPointSpotlight::InputLightOff( inputdata_t &inputdata )
{
	if ( m_bSpotlightOn )
	{
		m_bSpotlightOn = false;
		if ( m_bEfficientSpotlight )
		{
			SpotlightDestroy();
		}
	}
}
CAI_Spotlight::~CAI_Spotlight()
{
	SpotlightDestroy();
}
//------------------------------------------------------------------------------
void C_BeamSpotLight::Release()
{
	SpotlightDestroy();
	BaseClass::Release();
}
Exemple #4
0
//------------------------------------------------------------------------------
// 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);
}
//-----------------------------------------------------------------------------
void C_BeamSpotLight::ClientThink( void )
{
 	float dt = gpGlobals->curtime - m_lastTime;
 	if ( !m_lastTime )
 	{
 		dt = 0.0f;
 	}
 	m_lastTime = gpGlobals->curtime;

	// ---------------------------------------------------
	//  If I don't have a spotlight attempt to create one
	// ---------------------------------------------------
	if ( !m_hSpotlight )
	{
		if ( m_bSpotlightOn )
		{
			// Make the spotlight
			SpotlightCreate();
		}
		else
		{
			SetNextClientThink( CLIENT_THINK_NEVER );
			return;
		}
	}
	else if ( !m_bSpotlightOn )
	{
		SpotlightDestroy();
		SetNextClientThink( CLIENT_THINK_NEVER );
		return;
	}

	// update rotation
	if ( m_flRotationSpeed != 0.0f )
	{
		QAngle angles = GetAbsAngles();
		angles[m_nRotationAxis] += m_flRotationSpeed * dt;
		angles[m_nRotationAxis] = anglemod(angles[m_nRotationAxis]);
		if ( !m_pCache )
		{
			m_pCache = new CSpotlightTraceCacheEntry[NUM_CACHE_ENTRIES];
		}

		SetAbsAngles( angles );
	}
	m_vSpotlightCurrentPos = SpotlightCurrentPos();

	Assert( m_hSpotlight );

	m_hSpotlight->SetStartPos( GetAbsOrigin() );
	m_hSpotlight->SetEndPos( m_vSpotlightCurrentPos );

	// Avoid sudden change in where beam fades out when cross disconinuities
	Vector dir = m_vSpotlightCurrentPos - GetAbsOrigin();
	float flBeamLength	= VectorNormalize( dir );
	m_flSpotlightCurLength = (0.60*m_flSpotlightCurLength) + (0.4*flBeamLength);

	ComputeRenderInfo();

	m_hSpotlight->RelinkBeam();

	//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);

	// Do we need to keep updating?
	if ( !GetMoveParent() && m_flRotationSpeed == 0 )
	{
		// No reason to think again, we're not going to move unless there's a data change
		SetNextClientThink( CLIENT_THINK_NEVER );
	}
}