diff options
| author | Jørgen P. Tjernø <[email protected]> | 2013-12-02 19:31:46 -0800 |
|---|---|---|
| committer | Jørgen P. Tjernø <[email protected]> | 2013-12-02 19:46:31 -0800 |
| commit | f56bb35301836e56582a575a75864392a0177875 (patch) | |
| tree | de61ddd39de3e7df52759711950b4c288592f0dc /mp/src/game/server/point_spotlight.cpp | |
| parent | Mark some more files as text. (diff) | |
| download | source-sdk-2013-f56bb35301836e56582a575a75864392a0177875.tar.xz source-sdk-2013-f56bb35301836e56582a575a75864392a0177875.zip | |
Fix line endings. WHAMMY.
Diffstat (limited to 'mp/src/game/server/point_spotlight.cpp')
| -rw-r--r-- | mp/src/game/server/point_spotlight.cpp | 1022 |
1 files changed, 511 insertions, 511 deletions
diff --git a/mp/src/game/server/point_spotlight.cpp b/mp/src/game/server/point_spotlight.cpp index b97ea9fd..9ff28cf6 100644 --- a/mp/src/game/server/point_spotlight.cpp +++ b/mp/src/game/server/point_spotlight.cpp @@ -1,511 +1,511 @@ -//========= 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;
- 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_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;
-}
-
-
-//-----------------------------------------------------------------------------
-// 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 );
-
- trace_t tr;
- UTIL_TraceLine( GetAbsOrigin(), GetAbsOrigin() + m_vSpotlightDir * m_flSpotlightMaxLength, MASK_SOLID_BRUSHONLY, this, COLLISION_GROUP_NONE, &tr);
-
- m_hSpotlightTarget = (CSpotlightEnd*)CreateEntityByName( "spotlight_end" );
- m_hSpotlightTarget->Spawn();
- m_hSpotlightTarget->SetAbsOrigin( tr.endpos );
- 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
- trace_t tr;
- UTIL_TraceLine( GetAbsOrigin(), GetAbsOrigin() + (m_vSpotlightDir * 2 * m_flSpotlightMaxLength), 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();
- }
- }
-}
+//========= 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; + 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_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; +} + + +//----------------------------------------------------------------------------- +// 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 ); + + trace_t tr; + UTIL_TraceLine( GetAbsOrigin(), GetAbsOrigin() + m_vSpotlightDir * m_flSpotlightMaxLength, MASK_SOLID_BRUSHONLY, this, COLLISION_GROUP_NONE, &tr); + + m_hSpotlightTarget = (CSpotlightEnd*)CreateEntityByName( "spotlight_end" ); + m_hSpotlightTarget->Spawn(); + m_hSpotlightTarget->SetAbsOrigin( tr.endpos ); + 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 + trace_t tr; + UTIL_TraceLine( GetAbsOrigin(), GetAbsOrigin() + (m_vSpotlightDir * 2 * m_flSpotlightMaxLength), 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(); + } + } +} |