mirror of
https://github.com/lifestorm/wnsrc.git
synced 2025-12-16 21:33:46 +03:00
210 lines
5.0 KiB
Lua
210 lines
5.0 KiB
Lua
--[[
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| This file was obtained through the combined efforts
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| of Madbluntz & Plymouth Antiquarian Society.
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| Credits: lifestorm, Gregory Wayne Rossel JR.,
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| Maloy, DrPepper10 @ RIP, Atle!
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| Visit for more: https://plymouth.thetwilightzone.ru/
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--]]
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local PANEL = {}
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AccessorFunc( PANEL, "m_fAnimSpeed", "AnimSpeed" )
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AccessorFunc( PANEL, "Entity", "Entity" )
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AccessorFunc( PANEL, "vCamPos", "CamPos" )
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AccessorFunc( PANEL, "fFOV", "FOV" )
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AccessorFunc( PANEL, "vLookatPos", "LookAt" )
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AccessorFunc( PANEL, "aLookAngle", "LookAng" )
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AccessorFunc( PANEL, "colAmbientLight", "AmbientLight" )
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AccessorFunc( PANEL, "colColor", "Color" )
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AccessorFunc( PANEL, "bAnimated", "Animated" )
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function PANEL:Init()
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self.Entity = nil
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self.LastPaint = 0
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self.DirectionalLight = {}
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self.FarZ = 4096
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self:SetCamPos( Vector( 50, 50, 50 ) )
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self:SetLookAt( Vector( 0, 0, 40 ) )
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self:SetFOV( 70 )
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self:SetText( "" )
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self:SetAnimSpeed( 0.5 )
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self:SetAnimated( false )
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self:SetAmbientLight( Color( 50, 50, 50 ) )
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self:SetDirectionalLight( BOX_TOP, Color( 255, 255, 255 ) )
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self:SetDirectionalLight( BOX_FRONT, Color( 255, 255, 255 ) )
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self:SetColor( color_white )
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end
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function PANEL:SetDirectionalLight( iDirection, color )
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self.DirectionalLight[ iDirection ] = color
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end
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function PANEL:SetModel( strModelName )
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-- Note - there's no real need to delete the old
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-- entity, it will get garbage collected, but this is nicer.
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if ( IsValid( self.Entity ) ) then
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self.Entity:Remove()
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self.Entity = nil
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end
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-- Note: Not in menu dll
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if ( !ClientsideModel ) then return end
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self.Entity = ClientsideModel( strModelName, RENDERGROUP_OTHER )
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if ( !IsValid( self.Entity ) ) then return end
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self.Entity:SetNoDraw( true )
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self.Entity:SetIK( false )
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-- Try to find a nice sequence to play
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local iSeq = self.Entity:LookupSequence( "walk_all" )
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if ( iSeq <= 0 ) then iSeq = self.Entity:LookupSequence( "WalkUnarmed_all" ) end
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if ( iSeq <= 0 ) then iSeq = self.Entity:LookupSequence( "walk_all_moderate" ) end
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if ( iSeq > 0 ) then self.Entity:ResetSequence( iSeq ) end
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end
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function PANEL:GetModel()
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if ( !IsValid( self.Entity ) ) then return end
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return self.Entity:GetModel()
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end
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function PANEL:DrawModel()
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local curparent = self
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local leftx, topy = self:LocalToScreen( 0, 0 )
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local rightx, bottomy = self:LocalToScreen( self:GetWide(), self:GetTall() )
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while ( curparent:GetParent() != nil ) do
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curparent = curparent:GetParent()
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local x1, y1 = curparent:LocalToScreen( 0, 0 )
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local x2, y2 = curparent:LocalToScreen( curparent:GetWide(), curparent:GetTall() )
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leftx = math.max( leftx, x1 )
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topy = math.max( topy, y1 )
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rightx = math.min( rightx, x2 )
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bottomy = math.min( bottomy, y2 )
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previous = curparent
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end
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render.ClearDepth( false )
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render.SetScissorRect( leftx, topy, rightx, bottomy, true )
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local ret = self:PreDrawModel( self.Entity )
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if ( ret != false ) then
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self.Entity:DrawModel()
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self:PostDrawModel( self.Entity )
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end
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render.SetScissorRect( 0, 0, 0, 0, false )
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end
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function PANEL:PreDrawModel( ent )
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return true
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end
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function PANEL:PostDrawModel( ent )
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end
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function PANEL:Paint( w, h )
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if ( !IsValid( self.Entity ) ) then return end
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local x, y = self:LocalToScreen( 0, 0 )
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self:LayoutEntity( self.Entity )
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local ang = self.aLookAngle
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if ( !ang ) then
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ang = ( self.vLookatPos - self.vCamPos ):Angle()
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end
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cam.Start3D( self.vCamPos, ang, self.fFOV, x, y, w, h, 5, self.FarZ )
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render.SuppressEngineLighting( true )
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render.SetLightingOrigin( self.Entity:GetPos() )
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render.ResetModelLighting( self.colAmbientLight.r / 255, self.colAmbientLight.g / 255, self.colAmbientLight.b / 255 )
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render.SetColorModulation( self.colColor.r / 255, self.colColor.g / 255, self.colColor.b / 255 )
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render.SetBlend( ( self:GetAlpha() / 255 ) * ( self.colColor.a / 255 ) ) -- * surface.GetAlphaMultiplier()
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for i = 0, 6 do
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local col = self.DirectionalLight[ i ]
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if ( col ) then
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render.SetModelLighting( i, col.r / 255, col.g / 255, col.b / 255 )
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end
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end
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self:DrawModel()
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render.SuppressEngineLighting( false )
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cam.End3D()
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self.LastPaint = RealTime()
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end
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function PANEL:RunAnimation()
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self.Entity:FrameAdvance( --[[( RealTime() - self.LastPaint ) * self.m_fAnimSpeed]] )
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end
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function PANEL:StartScene( name )
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if ( IsValid( self.Scene ) ) then
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self.Scene:Remove()
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end
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self.Scene = ClientsideScene( name, self.Entity )
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end
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function PANEL:LayoutEntity( Entity )
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--
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-- This function is to be overriden
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--
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if ( self.bAnimated ) then
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self:RunAnimation()
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end
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Entity:SetAngles( Angle( 0, RealTime() * 10 % 360, 0 ) )
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end
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function PANEL:OnRemove()
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if ( IsValid( self.Entity ) ) then
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self.Entity:Remove()
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end
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end
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function PANEL:GenerateExample( ClassName, PropertySheet, Width, Height )
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local ctrl = vgui.Create( ClassName )
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ctrl:SetSize( 300, 300 )
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ctrl:SetModel( "models/props_junk/PlasticCrate01a.mdl" )
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ctrl:GetEntity():SetSkin( 2 )
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PropertySheet:AddSheet( ClassName, ctrl, nil, true, true )
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end
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derma.DefineControl( "DModelPanel", "A panel containing a model", PANEL, "DButton" )
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