local PANEL = {} AccessorFunc( PANEL, "m_fAnimSpeed", "AnimSpeed" ) AccessorFunc( PANEL, "vCamPos", "CamPos" ) AccessorFunc( PANEL, "fFOV", "FOV" ) AccessorFunc( PANEL, "vLookatPos", "LookAt" ) AccessorFunc( PANEL, "aLookAngle", "LookAng" ) AccessorFunc( PANEL, "colAmbientLight", "AmbientLight" ) AccessorFunc( PANEL, "colColor", "Color" ) AccessorFunc( PANEL, "bAnimated", "Animated" ) function PANEL:Init() self.Entities = {} self.LastPaint = 0 self.DirectionalLight = {} self.FarZ = 4096 self:SetCamPos( Vector( 50, 50, 50 ) ) self:SetLookAt( Vector( 0, 0, 40 ) ) self:SetFOV( 70 ) self:SetText( "" ) self:SetAnimSpeed( 0.5 ) self:SetAnimated( false ) self:SetAmbientLight( Color( 50, 50, 50 ) ) self:SetDirectionalLight( BOX_TOP, Color( 255, 255, 255 ) ) self:SetDirectionalLight( BOX_FRONT, Color( 255, 255, 255 ) ) self:SetColor( Color( 255, 255, 255, 255 ) ) end function PANEL:SetDirectionalLight( iDirection, color ) self.DirectionalLight[ iDirection ] = color end function PANEL:AddModel( strModelName ) -- Note: Not in menu dll if ( !ClientsideModel ) then return end self.Entities[#self.Entities+1] = ClientsideModel(strModelName, RENDER_GROUP_OPAQUE_ENTITY) if ( !IsValid( self.Entities[#self.Entities] ) ) then return end self.Entities[#self.Entities]:SetNoDraw( true ) self.Entities[#self.Entities]:SetIK( false ) end function PANEL:DrawModel() local curparent = self local rightx = self:GetWide() local leftx = 0 local topy = 0 local bottomy = self:GetTall() local previous = curparent while( curparent:GetParent() != nil ) do curparent = curparent:GetParent() local x, y = previous:GetPos() topy = math.Max( y, topy + y ) leftx = math.Max( x, leftx + x ) bottomy = math.Min( y + previous:GetTall(), bottomy + y ) rightx = math.Min( x + previous:GetWide(), rightx + x ) previous = curparent end render.SetScissorRect( leftx, topy, rightx, bottomy, true ) for k,v in pairs(self.Entities) do local ret = self:PreDrawModel( v ) if ( ret != false ) then v:DrawModel() self:PostDrawModel( v ) end end render.SetScissorRect( 0, 0, 0, 0, false ) end function PANEL:PreDrawModel( ent ) return true end function PANEL:PostDrawModel( ent ) end function PANEL:Paint( w, h ) for k,v in pairs(self.Entities) do if ( !IsValid( v ) ) then continue end local x, y = self:LocalToScreen( 0, 0 ) self:LayoutEntity( v ) local ang = self.aLookAngle if ( !ang ) then ang = ( self.vLookatPos - self.vCamPos ):Angle() end cam.Start3D( self.vCamPos, ang, self.fFOV, x, y, w, h, 5, self.FarZ ) render.SuppressEngineLighting( true ) render.SetLightingOrigin( v:GetPos() ) render.ResetModelLighting( self.colAmbientLight.r / 255, self.colAmbientLight.g / 255, self.colAmbientLight.b / 255 ) render.SetColorModulation( self.colColor.r / 255, self.colColor.g / 255, self.colColor.b / 255 ) render.SetBlend( ( self:GetAlpha() / 255 ) * ( self.colColor.a / 255 ) ) for i = 0, 6 do local col = self.DirectionalLight[ i ] if ( col ) then render.SetModelLighting( i, col.r / 255, col.g / 255, col.b / 255 ) end end self:DrawModel() render.SuppressEngineLighting( false ) cam.End3D() self.LastPaint = RealTime() end end --[[ function PANEL:StartScene( name ) if ( IsValid( self.Scene ) ) then self.Scene:Remove() end self.Scene = ClientsideScene( name, self.Entity ) end ]] function PANEL:LayoutEntity( Entity ) -- -- This function is to be overriden -- if ( self.bAnimated ) then self:RunAnimation() end Entity:SetAngles( Angle( 0, RealTime() * 10 % 360, 0 ) ) end function PANEL:OnRemove() for k,v in pairs(self.Entities) do v:Remove() self.Entities[k] = nil end end derma.DefineControl( "DModelPanel", "A panel containing a model", PANEL, "DModelPanel" )