示例#1
0
//-----------------------------------------------------------------------------
// Purpose: 
// Input  : *pEntity - 
//			&mins - 
//			&maxs - 
//			&origin - 
//			isStatic - 
// Output : static IPhysicsObject
//-----------------------------------------------------------------------------
IPhysicsObject *PhysModelCreateOBB( CBaseEntity *pEntity, const Vector &mins, const Vector &maxs, const Vector &origin, const QAngle &angle, bool isStatic )
{
	int modelIndex = pEntity->GetModelIndex();
	const char *pSurfaceProps = "flesh";
	solid_t solid;
	PhysGetDefaultAABBSolid( solid );
	Vector dims = maxs - mins;
	solid.params.volume = dims.x * dims.y * dims.z;

	if ( modelIndex )
	{
		const model_t *model = modelinfo->GetModel( modelIndex );
		if ( model )
		{
			CStudioHdr studioHdr( modelinfo->GetStudiomodel( model ), mdlcache );
			if (studioHdr.IsValid()) 
			{
				pSurfaceProps = Studio_GetDefaultSurfaceProps( &studioHdr );
			}
		}
	}
	Q_strncpy( solid.surfaceprop, pSurfaceProps, sizeof( solid.surfaceprop ) );

	CPhysCollide *pCollide = PhysCreateBbox( mins, maxs );
	if ( !pCollide )
		return NULL;
	
	return PhysModelCreateCustom( pEntity, pCollide, origin, angle, STRING(pEntity->GetModelName()), isStatic, &solid );
}
示例#2
0
void CStudioPhysics::Load( MDLHandle_t mdlHandle )
{
	m_MDLHandle = mdlHandle;

	LoadPhysicsProperties();

	vcollide_t *pVCollide = GetVCollide( );
	if ( !pVCollide )
	{
		m_pList = NULL;
		m_listCount = 0;
		return;
	}

	m_pList = new CPhysmesh[pVCollide->solidCount];
	m_listCount = pVCollide->solidCount;

	int i;

	for ( i = 0; i < pVCollide->solidCount; i++ )
	{
		m_pList[i].Clear();
		m_pList[i].m_vertCount = physcollision->CreateDebugMesh( pVCollide->solids[i], &m_pList[i].m_pVerts );
		m_pList[i].m_pCollisionModel = physcollision->CreateQueryModel( pVCollide->solids[i] );
	}

	ParseKeydata();

	CStudioHdr studioHdr( g_pMDLCache->GetStudioHdr( mdlHandle ), g_pMDLCache );
	for ( i = 0; i < pVCollide->solidCount; i++ )
	{
		CPhysmesh *pmesh = m_pList + i;
		int boneIndex = FindBoneIndex( &studioHdr, pmesh->m_boneName );
		if ( boneIndex < 0 )
			continue;

		if ( pmesh->m_constraint.parentIndex >= 0 )
		{
			CPhysmesh *pparent = m_pList + pmesh->m_constraint.parentIndex;
			int parentIndex = FindBoneIndex( &studioHdr, pparent->m_boneName );
			Studio_CalcBoneToBoneTransform( &studioHdr, boneIndex, parentIndex, pmesh->m_matrix );
		}
		else
		{
			MatrixInvert( studioHdr.pBone(boneIndex)->poseToBone, pmesh->m_matrix );
		}
	}

	// doesn't have a root bone?  Make it the first bone
	if ( !m_edit.rootName[0] )
	{
		strcpy( m_edit.rootName, m_pList[0].m_boneName );
	}
}
示例#3
0
void C_SDKPlayer::PlayReloadEffect()
{
	// Only play the effect for other players.
	if ( this == C_SDKPlayer::GetLocalSDKPlayer() )
	{
		Assert( false ); // We shouldn't have been sent this message.
		return;
	}

	// Get the view model for our current gun.
	CWeaponSDKBase *pWeapon = GetActiveSDKWeapon();
	if ( !pWeapon )
		return;

	// The weapon needs two models, world and view, but can only cache one. Synthesize the other.
	const CSDKWeaponInfo &info = pWeapon->GetSDKWpnData();
	const model_t *pModel = modelinfo->GetModel( modelinfo->GetModelIndex( info.szViewModel ) );
	if ( !pModel )
		return;
	CStudioHdr studioHdr( modelinfo->GetStudiomodel( pModel ), mdlcache );
	if ( !studioHdr.IsValid() )
		return;

	// Find the reload animation.
	for ( int iSeq=0; iSeq < studioHdr.GetNumSeq(); iSeq++ )
	{
		mstudioseqdesc_t *pSeq = &studioHdr.pSeqdesc( iSeq );

		if ( pSeq->activity == ACT_VM_RELOAD )
		{
			float poseParameters[MAXSTUDIOPOSEPARAM];
			memset( poseParameters, 0, sizeof( poseParameters ) );
			float cyclesPerSecond = Studio_CPS( &studioHdr, *pSeq, iSeq, poseParameters );

			// Now read out all the sound events with their timing
			for ( int iEvent=0; iEvent < pSeq->numevents; iEvent++ )
			{
				//mstudioevent_t *pevent = (mstudioevent_for_client_server_t*)pSeq.pEvent(iEvent );
				mstudioevent_t *pEvent = (mstudioevent_for_client_server_t*)pSeq->pEvent( iEvent );

				if ( pEvent->Event() == CL_EVENT_SOUND )
				{
					CSDKSoundEvent event;
					event.m_SoundName = pEvent->options;
					event.m_flEventTime = gpGlobals->curtime + pEvent->cycle / cyclesPerSecond;
					m_SoundEvents.AddToTail( event );
				}
			}

			break;
		}
	}	
}
示例#4
0
//-----------------------------------------------------------------------------
// Purpose: 
// Input  : *pEntity - 
//			&mins - 
//			&maxs - 
//			&origin - 
//			isStatic - 
// Output : static IPhysicsObject
//-----------------------------------------------------------------------------
IPhysicsObject *PhysModelCreateSphere( CBaseEntity *pEntity, float radius, const Vector &origin, bool isStatic )
{
	int modelIndex = pEntity->GetModelIndex();
	const char *pSurfaceProps = "flesh";
	solid_t solid;
	//PhysGetDefaultAABBSolid( solid );
	solid.params = g_PhysDefaultObjectParams;

	if ( modelIndex )
	{
		const model_t *model = modelinfo->GetModel( modelIndex );
		if ( model )
		{
			CStudioHdr studioHdr( modelinfo->GetStudiomodel( model ), mdlcache );
			if (studioHdr.IsValid()) 
			{
				pSurfaceProps = Studio_GetDefaultSurfaceProps( &studioHdr );
			}
		}
	}
	Q_strncpy( solid.surfaceprop, pSurfaceProps, sizeof( solid.surfaceprop ) );

	return PhysSphereCreate( pEntity, radius, origin, isStatic, solid );
}
示例#5
0
void CDmeMDL::SetUpBones( const matrix3x4_t& shapeToWorld, int nMaxBoneCount, matrix3x4_t *pOutputMatrices )
{
	CStudioHdr studioHdr( g_pMDLCache->GetStudioHdr( m_MDLHandle ), g_pMDLCache );
	SetUpBones( studioHdr, shapeToWorld, nMaxBoneCount, pOutputMatrices );
}
//-----------------------------------------------------------------------------
// Set up the bones for a frame
//-----------------------------------------------------------------------------
matrix3x4_t* CIHVTestApp::SetUpBones( studiohdr_t *pStudioHdr, const matrix3x4_t &shapeToWorld, int iRun, int model, int boneMask )
{
	// Default to middle of the pose parameter range
	float pPoseParameter[MAXSTUDIOPOSEPARAM];
	for ( int i = 0; i < MAXSTUDIOPOSEPARAM; ++i )
	{
		pPoseParameter[i] = 0.5f;
	}

	CStudioHdr studioHdr( pStudioHdr, g_pMDLCache );

	int nFrameCount = Studio_MaxFrame( &studioHdr, g_BenchRuns[iRun].sequence1[model], pPoseParameter );
	if ( nFrameCount == 0 )
	{
		nFrameCount = 1;
	}

	Vector		pos[MAXSTUDIOBONES];
	Quaternion	q[MAXSTUDIOBONES];

	InitPose( &studioHdr, pos, q, boneMask );
	AccumulatePose( &studioHdr, NULL, pos, q, g_BenchRuns[iRun].sequence1[model], s_Cycle[model], pPoseParameter, boneMask, 1.0f, 0.0 );

	// FIXME: Try enabling this?
//	CalcAutoplaySequences( pStudioHdr, NULL, pos, q, pPoseParameter, BoneMask( ), flTime );

	// Root transform
	matrix3x4_t rootToWorld, temp;

	MatrixCopy( shapeToWorld, rootToWorld );

	matrix3x4_t *pBoneToWorld = g_pStudioRender->LockBoneMatrices( studioHdr.numbones() );
	for ( int i = 0; i < studioHdr.numbones(); i++ ) 
	{
		// If it's not being used, fill with NAN for errors
		if ( !(studioHdr.pBone( i )->flags & boneMask) )
		{
			int j, k;
			for (j = 0; j < 3; j++)
			{
				for (k = 0; k < 4; k++)
				{
					pBoneToWorld[i][j][k] = VEC_T_NAN;
				}
			}
			continue;
		}

		matrix3x4_t boneMatrix;
		QuaternionMatrix( q[i], boneMatrix );
		MatrixSetColumn( pos[i], 3, boneMatrix );

		if (studioHdr.pBone(i)->parent == -1) 
		{
			ConcatTransforms (rootToWorld, boneMatrix, pBoneToWorld[i]);
		} 
		else 
		{
			ConcatTransforms (pBoneToWorld[ studioHdr.pBone(i)->parent ], boneMatrix, pBoneToWorld[i] );
		}
	}
	g_pStudioRender->UnlockBoneMatrices();
	return pBoneToWorld;
}
//-----------------------------------------------------------------------------
// Render a frame
//-----------------------------------------------------------------------------
void CIHVTestApp::RenderFrame( void )
{
	VPROF( "RenderFrame" );
	IHVTestModel *pModel = NULL;
	static int currentRun = 0;
	static int currentFrame = 0;
	static int currentLightCombo = 0;
	int modelAlternator = 0;

	if (g_bInError)
	{
		// error context is active
		// error may be renderer based, avoid re-entrant render to fatal crash
		return;
	}

	if( g_BenchMode )
	{
		if( currentFrame > g_BenchRuns[currentRun].numFrames )
		{
			currentLightCombo++;
			if( currentLightCombo >= LIGHTING_COMBINATION_COUNT )
			{
				currentRun++;
				currentLightCombo = 0;
				if( currentRun >= NUM_BENCH_RUNS )
				{
					g_BenchFinished = true;
					return;
				}
			}
			currentFrame = 0;
		}
	}
	if( g_BenchMode )
	{
		pModel = &g_BenchModels[currentRun][0];		
		g_NumCols = g_BenchRuns[currentRun].cols;
		g_NumRows = g_BenchRuns[currentRun].rows;
	}
	else
	{
		pModel = m_pIHVTestModel;
	}
	Assert( pModel );
	
	g_EngineStats.BeginFrame();

	g_pMaterialSystem->BeginFrame( 0 );
	g_pStudioRender->BeginFrame();

	CMatRenderContextPtr pRenderContext( g_pMaterialSystem );

	pRenderContext->ClearColor3ub( 0, 0, 0 );
	pRenderContext->ClearBuffers( true, true );

	pRenderContext->Viewport( 0, 0, g_RenderWidth, g_RenderHeight );

	pRenderContext->MatrixMode( MATERIAL_PROJECTION );
	pRenderContext->LoadIdentity();
	pRenderContext->PerspectiveX( 90.0f, ( g_RenderWidth / g_RenderHeight), 1.0f, 500000.0f );

	pRenderContext->MatrixMode( MATERIAL_VIEW );
	pRenderContext->LoadIdentity();
	if( g_BenchMode )
	{
		pRenderContext->Translate( 0.0f, 0.0f, ( float )-( g_NumCols  * g_BenchRuns[currentRun].modelSize * 0.6f ) );
	}
	else
	{
		pRenderContext->Translate( 0.0f, 0.0f, ( float )-( g_NumCols  * 80.0f * 0.5f ) );
	}

	pRenderContext->MatrixMode( MATERIAL_MODEL );
	pRenderContext->LoadIdentity();

	QAngle angles;
	angles[YAW] = -90.0f;
	angles[PITCH] = -90.0f;
	angles[ROLL] = 0.0f;

	matrix3x4_t cameraMatrix;
	AngleMatrix( angles, cameraMatrix );

	int r, c;
	int trisRendered = 0;
	float boneSetupTime = 0.0f;
	for( r = 0; r < g_NumRows; r++ )
	{
		for( c = 0; c < g_NumCols; c++ )
		{
			// If we are alternating models, select the next valid model.			
			if( g_BenchMode )
			{
				do
				{
					// If I pass my maximum number of models, wrap around to model 0, which must always be valid.
					if( ++modelAlternator >= g_nMaxModels )
					{
						modelAlternator = 0;
						break;
					}
				}
				while( !g_BenchRuns[currentRun].pModelName[modelAlternator] );

				pModel = &g_BenchModels[currentRun][modelAlternator];
				Assert( pModel );
			}

			if( g_BenchMode )
			{
				cameraMatrix[0][3] = ( ( c + 0.5f ) - ( g_NumCols * .5f ) ) * g_BenchRuns[currentRun].modelSize;
				cameraMatrix[1][3] = ( ( float )r - ( g_NumCols * .5f ) ) * g_BenchRuns[currentRun].modelSize;
			}
			else
			{
				cameraMatrix[0][3] = ( ( c + 0.5f ) - ( g_NumCols * .5f ) ) * 75.0f;
				cameraMatrix[1][3] = ( ( float )r - ( g_NumCols * .5f ) ) * 75.0f;
			}
			
			Vector modelOrigin( cameraMatrix[0][3], cameraMatrix[1][3], 0.0f );
			Vector lightOffset( cameraMatrix[0][3], cameraMatrix[1][3], 0.0f );

			if (g_LightingCombination < 0)
			{
				SetupLighting( g_BenchMode ? currentLightCombo : 0, lightOffset );
			}
			else
			{
				SetupLighting( g_LightingCombination, lightOffset );
			}

			float startBoneSetupTime = Sys_FloatTime();
			int lod = g_LOD;
			lod = clamp( lod, pModel->pHardwareData->m_RootLOD, pModel->pHardwareData->m_NumLODs-1 );

			int boneMask = BONE_USED_BY_VERTEX_AT_LOD( lod );
			matrix3x4_t *pBoneToWorld = SetUpBones( pModel->pStudioHdr, cameraMatrix, currentRun, modelAlternator, boneMask );
			boneSetupTime += Sys_FloatTime() - startBoneSetupTime;
			
			pRenderContext->MatrixMode( MATERIAL_MODEL );
			pRenderContext->PushMatrix();

			DrawModelInfo_t modelInfo;
			memset( &modelInfo, 0, sizeof( modelInfo ) );
			modelInfo.m_pStudioHdr = pModel->pStudioHdr;
			modelInfo.m_pHardwareData = pModel->pHardwareData;
			modelInfo.m_Decals = STUDIORENDER_DECAL_INVALID;
			modelInfo.m_Skin = 0;
			modelInfo.m_Body = g_BodyGroup;
			modelInfo.m_HitboxSet = 0;
			modelInfo.m_pClientEntity = NULL;
			modelInfo.m_Lod = lod;
			modelInfo.m_pColorMeshes = NULL;
			g_pStudioRender->DrawModel( NULL, modelInfo, pBoneToWorld, NULL, NULL, modelOrigin );

			DrawModelResults_t results;
			g_pStudioRender->GetPerfStats( &results, modelInfo, NULL );
			trisRendered += results.m_ActualTriCount;

			pRenderContext->MatrixMode( MATERIAL_MODEL );
			pRenderContext->PopMatrix();
		}
	}

	pRenderContext->Flush( true );
	g_EngineStats.EndFrame();

	g_pStudioRender->EndFrame();
	g_pMaterialSystem->EndFrame();

	// hack - don't count the first frame in case there are any state
	// transitions computed on that frame.
	if( currentFrame != 0 )
	{
		g_BenchResults[currentRun][currentLightCombo].totalTime += g_EngineStats.GetCurrentSystemFrameTime();
		g_BenchResults[currentRun][currentLightCombo].totalTris += trisRendered;
	}

	for ( int model = 0; model < g_nMaxModels; ++model )
	{
		CStudioHdr studioHdr( g_BenchModels[currentRun][model].pStudioHdr, g_pMDLCache );
		AdvanceFrame( &studioHdr, currentRun, model, g_EngineStats.GetCurrentSystemFrameTime() );
	}

	g_pMaterialSystem->SwapBuffers();

#ifdef USE_VPROF
	g_VProfCurrentProfile.MarkFrame();
	static bool bBeenHere = false;
	if( !bBeenHere )
	{
		bBeenHere = true;
		g_VProfCurrentProfile.Reset();
	}
#endif
	currentFrame++;
}