Пример #1
0
	IterationRetval_t EnumElement( IHandleEntity *pHandleEntity )
	{
		ICollideable *pCollide;
		const char *pDbgName;
		m_pEngineTrace->HandleEntityToCollideable( pHandleEntity, &pCollide, &pDbgName );
		if (!pCollide)
			return ITERATION_CONTINUE;

		// Deal with static props
		// NOTE: I could have added static props to a different list and
		// enumerated them separately, but that would have been less efficient
		if ( StaticPropMgr()->IsStaticProp( pHandleEntity ) )
		{
			Ray_t ray;
			trace_t trace;
			ray.Init( m_Pos, m_Pos );
			m_pEngineTrace->ClipRayToCollideable( ray, MASK_ALL, pCollide, &trace );
			if (trace.startsolid)
			{
				// We're in a static prop; that's solid baby
				// Pretend we hit the world
				m_Contents = CONTENTS_SOLID;
				m_pCollide = m_pEngineTrace->GetWorldCollideable();
				return ITERATION_STOP;
			}
			return ITERATION_CONTINUE;
		}
		
		// We only care about solid volumes
		if ((pCollide->GetSolidFlags() & FSOLID_VOLUME_CONTENTS) == 0)
			return ITERATION_CONTINUE;

		model_t* pModel = (model_t*)pCollide->GetCollisionModel();
		if ( pModel && pModel->type == mod_brush )
		{
			Assert( pCollide->GetCollisionModelIndex() < MAX_MODELS && pCollide->GetCollisionModelIndex() >= 0 );
			int nHeadNode = GetModelHeadNode( pCollide );
			int contents = CM_TransformedPointContents( m_Pos, nHeadNode, 
				pCollide->GetCollisionOrigin(), pCollide->GetCollisionAngles() );

			if (contents != CONTENTS_EMPTY)
			{
				// Return the contents of the first thing we hit
				m_Contents = contents;
				m_pCollide = pCollide;
				return ITERATION_STOP;
			}
		}

		return ITERATION_CONTINUE;
	}
Пример #2
0
	IterationRetval_t EnumElement( IHandleEntity *pHandleEntity )
	{
		// Static props should never be in the trigger list 
		Assert( !StaticPropMgr()->IsStaticProp( pHandleEntity ) );

		IServerNetworkable *pNetworkable = static_cast<IServerNetworkable*>( pHandleEntity );
		Assert( pNetworkable );

		// Convert the IHandleEntity to an edict_t*...
		// Context is the thing we're testing everything against		
		edict_t* pTouch = pNetworkable->GetEdict();

		// Can't bump against itself
		if ( pTouch == m_pEnt )
			return ITERATION_CONTINUE;

		IServerEntity *serverEntity = pTouch->GetIServerEntity();
		if ( !serverEntity )
			return ITERATION_CONTINUE;

		// Hmmm.. everything in this list should be a trigger....
		ICollideable *pCollideable = serverEntity->GetCollideable();
		Assert(pCollideable->GetSolidFlags() & FSOLID_TRIGGER );
		if ( (pCollideable->GetSolidFlags() & FSOLID_TRIGGER) == 0 )
			return ITERATION_CONTINUE;

		model_t* pModel = sv.GetModel( pCollideable->GetCollisionModelIndex() );
		if ( pModel && pModel->type == mod_brush )
		{
			int headnode = SV_HullForEntity( pTouch );

			int contents;
			if (!m_Ray.m_IsSwept)
			{
				contents = CM_TransformedBoxContents( m_Ray.m_Start, m_mins, m_maxs,
					headnode, serverEntity->GetAbsOrigin(), serverEntity->GetAbsAngles() );
			}
			else
			{
				trace_t trace;
				CM_TransformedBoxTrace( m_Ray, headnode, MASK_ALL, serverEntity->GetAbsOrigin(), 
					serverEntity->GetAbsAngles(), trace );
				contents = trace.contents;
			}

			if ( !(contents & MASK_SOLID) )
				return ITERATION_CONTINUE;
		}

		m_TouchedEntities.AddToTail( pTouch );

		return ITERATION_CONTINUE;
	}
//-----------------------------------------------------------------------------
// Purpose: Returns the color given trace information
// Input  : *trace - trace to get results for
//			*color - return color, gamma corrected (0.0f to 1.0f)
//-----------------------------------------------------------------------------
void GetColorForSurface( trace_t *trace, Vector *color )
{
	Vector	baseColor, diffuseColor;
	Vector	end = trace->startpos + ( ( Vector )trace->endpos - ( Vector )trace->startpos ) * 1.1f;
	
	if ( trace->DidHitWorld() )
	{
		if ( trace->hitbox == 0 )
		{
			// If we hit the world, then ask the world for the fleck color
			engine->TraceLineMaterialAndLighting( trace->startpos, end, diffuseColor, baseColor );
		}
		else
		{
			// In this case we hit a static prop.
			staticpropmgr->GetStaticPropMaterialColorAndLighting( trace, trace->hitbox - 1, diffuseColor, baseColor );
		}
	}
	else
	{
		// In this case, we hit an entity. Find out the model associated with it
		C_BaseEntity *pEnt = trace->m_pEnt;
		if ( !pEnt )
		{
			Msg("Couldn't find surface in GetColorForSurface()\n");
			color->x = 255;
			color->y = 255;
			color->z = 255;
			return;
		}

		ICollideable *pCollide = pEnt->GetCollideable();
		int modelIndex = pCollide->GetCollisionModelIndex();
		model_t* pModel = const_cast<model_t*>(modelinfo->GetModel( modelIndex ));

		// Ask the model info about what we need to know
		modelinfo->GetModelMaterialColorAndLighting( pModel, pCollide->GetCollisionOrigin(),
			pCollide->GetCollisionAngles(), trace, diffuseColor, baseColor );
	}

	//Get final light value
	color->x = pow( diffuseColor[0], 1.0f/2.2f ) * baseColor[0];
	color->y = pow( diffuseColor[1], 1.0f/2.2f ) * baseColor[1];
	color->z = pow( diffuseColor[2], 1.0f/2.2f ) * baseColor[2];
}