Esempio n. 1
0
//-----------------------------------------------------------------------------
// Purpose: Draws the object
// Input  : flags - 
//-----------------------------------------------------------------------------
bool C_PhysicsProp::OnInternalDrawModel( ClientModelRenderInfo_t *pInfo )
{
	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 false;
			}

			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
		pInfo->flags |= STUDIO_STATIC_LIGHTING;
	}
	
	// track state
	m_bAwakeLastTime = m_bAwake;

	return true;
}
Esempio n. 2
0
/*
 * Copy entity from another entity of same class.
 * NOTES:
 *  - Doesn't copy placement, it must be done on creation.
 *  - Entity must be initialized afterwards.
 */
void CEntity::Copy(CEntity &enOther, ULONG ulFlags)
{
  BOOL bRemapPointers = ulFlags & COPY_REMAP;

  // copy base class data
  en_RenderType     = enOther.en_RenderType;
  en_ulPhysicsFlags = enOther.en_ulPhysicsFlags;
  en_ulCollisionFlags = enOther.en_ulCollisionFlags;
  en_ulFlags        = enOther.en_ulFlags &
    ~(ENF_SELECTED|ENF_FOUNDINGRIDSEARCH|ENF_VALIDSHADINGINFO|ENF_INRENDERING);
  en_ulSpawnFlags   = enOther.en_ulSpawnFlags;

  // if this is a brush
  if ( enOther.en_RenderType == RT_BRUSH || en_RenderType == RT_FIELDBRUSH) {
    // there must be no existing brush
    ASSERT(en_pbrBrush == NULL);
    // create a new empty brush in the brush archive of current world
    en_pbrBrush = en_pwoWorld->wo_baBrushes.ba_abrBrushes.New();
    en_pbrBrush->br_penEntity = this;
    // copy the brush
    if (_bMirrorAndStretch) {
      en_pbrBrush->Copy(*enOther.en_pbrBrush, _fStretch, _wmtMirror!=WMT_NONE);
    } else {
      en_pbrBrush->Copy(*enOther.en_pbrBrush, 1.0f, FALSE);
    }
  // if this is a terrain
  } else if( enOther.en_RenderType == RT_TERRAIN) {
    ASSERT(en_ptrTerrain == NULL);
    // create a new empty terrain in the brush archive of current world
    en_ptrTerrain = en_pwoWorld->wo_taTerrains.ta_atrTerrains.New();
    en_ptrTerrain->tr_penEntity = this;
    // Copy terrain
    TR_CopyTerrain(en_ptrTerrain,enOther.en_ptrTerrain);
    // Update terrain shadowmap
    Matrix12 mTerrain;
    TR_GetMatrixFromEntity(mTerrain,en_ptrTerrain);
    TR_UpdateShadowMap(en_ptrTerrain,mTerrain,FLOATaabbox3D());
  // if this is a model
  } if ( enOther.en_RenderType == RT_MODEL || en_RenderType == RT_EDITORMODEL) {
    // if will not initialize
    if (!(ulFlags&COPY_REINIT)) {
      ASSERT(en_pmoModelObject==NULL);
      ASSERT(en_psiShadingInfo==NULL);
      if(en_pmoModelObject!=NULL) {
        delete en_pmoModelObject;
      }
      if(en_psiShadingInfo!=NULL) {
        delete en_psiShadingInfo;
      }
      // create a new model object
      en_pmoModelObject = new CModelObject;
      en_psiShadingInfo = new CShadingInfo;
      en_ulFlags &= ~ENF_VALIDSHADINGINFO;
      // copy it
      en_pmoModelObject->Copy(*enOther.en_pmoModelObject);
    }
  // if this is ska model
  } else if ( enOther.en_RenderType == RT_SKAMODEL || en_RenderType == RT_SKAEDITORMODEL) {
      ASSERT(en_psiShadingInfo==NULL);
      if(en_psiShadingInfo!=NULL) {
        delete en_psiShadingInfo;
      }
      en_psiShadingInfo = new CShadingInfo;
      en_ulFlags &= ~ENF_VALIDSHADINGINFO;
      ASSERT(en_pmiModelInstance==NULL);
      if(en_pmiModelInstance!=NULL) {
        DeleteModelInstance(en_pmiModelInstance);
      }
      en_pmiModelInstance = CreateModelInstance("");
      // copy it
      GetModelInstance()->Copy(*enOther.GetModelInstance());
  }

  // copy the parent pointer
  if (bRemapPointers) {
    en_penParent = FindRemappedEntityPointer(enOther.en_penParent);
  } else {
    en_penParent = enOther.en_penParent;
  }
  // if the entity has a parent
  if (en_penParent!=NULL) {
    // create relative offset
    en_plRelativeToParent = en_plPlacement;
    en_plRelativeToParent.AbsoluteToRelativeSmooth(en_penParent->en_plPlacement);
    // link to parent
    en_penParent->en_lhChildren.AddTail(en_lnInParent);
  }

  // copy the derived class properties
  CopyEntityProperties(enOther, ulFlags);

}
//-----------------------------------------------------------------------------
// Purpose: Draws the object
//-----------------------------------------------------------------------------
int C_NPC_Barnacle::InternalDrawModel( int flags )
{
	if ( !GetModel() )
		return 0;

	// Make sure hdr is valid for drawing
	if ( !GetModelPtr() )
		return 0;

	// UNDONE: With a bit of work on the model->world transform, we can probably
	// move the frustum culling into the client DLL entirely.  Then TestVisibility()
	// can just return true/false and only be called when frustumcull is set.
	if ( flags & STUDIO_FRUSTUMCULL )
	{
		switch ( TestVisibility() )
		{
		// not visible, don't draw
		case VIS_NOT_VISIBLE:
			return 0;
		
		// definitely visible, disable engine check
		case VIS_IS_VISIBLE:
			flags &= ~STUDIO_FRUSTUMCULL;
			break;
		
		default:
		case VIS_USE_ENGINE:
			break;
		}
	}

	Vector vecMins, vecMaxs;
	GetRenderBounds( vecMins, vecMaxs );
	int drawn = modelrender->DrawModel( 
		flags, 
		this,
		GetModelInstance(),
		index, 
		GetModel(),
		GetAbsOrigin(),
		GetAbsAngles(),
		GetSequence(),
		m_nSkin,
		m_nBody,
		m_nHitboxSet,
		&GetAbsMins(),
		&GetAbsMaxs() );

	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 );
			}
		}
	}

	return drawn;
}