added everything
This commit is contained in:
124
engine/game/fps/guiClockHud.cc
Executable file
124
engine/game/fps/guiClockHud.cc
Executable file
@ -0,0 +1,124 @@
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//-----------------------------------------------------------------------------
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// Torque Game Engine
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// Copyright (C) GarageGames.com, Inc.
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//-----------------------------------------------------------------------------
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#include "dgl/dgl.h"
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#include "gui/core/guiControl.h"
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#include "console/consoleTypes.h"
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#include "game/gameConnection.h"
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#include "game/shapeBase.h"
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//-----------------------------------------------------------------------------
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/// Vary basic HUD clock.
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/// Displays the current simulation time offset from some base. The base time
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/// is usually synchronized with the server as mission start time. This hud
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/// currently only displays minutes:seconds.
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class GuiClockHud : public GuiControl
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{
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typedef GuiControl Parent;
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bool mShowFrame;
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bool mShowFill;
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ColorF mFillColor;
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ColorF mFrameColor;
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ColorF mTextColor;
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S32 mTimeOffset;
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public:
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GuiClockHud();
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void setTime(F32 newTime);
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F32 getTime();
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void onRender( Point2I, const RectI &);
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static void initPersistFields();
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DECLARE_CONOBJECT( GuiClockHud );
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};
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//-----------------------------------------------------------------------------
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IMPLEMENT_CONOBJECT( GuiClockHud );
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GuiClockHud::GuiClockHud()
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{
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mShowFrame = mShowFill = true;
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mFillColor.set(0, 0, 0, 0.5);
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mFrameColor.set(0, 1, 0, 1);
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mTextColor.set( 0, 1, 0, 1 );
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mTimeOffset = 0;
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}
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void GuiClockHud::initPersistFields()
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{
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Parent::initPersistFields();
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addGroup("Misc");
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addField( "showFill", TypeBool, Offset( mShowFill, GuiClockHud ) );
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addField( "showFrame", TypeBool, Offset( mShowFrame, GuiClockHud ) );
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addField( "fillColor", TypeColorF, Offset( mFillColor, GuiClockHud ) );
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addField( "frameColor", TypeColorF, Offset( mFrameColor, GuiClockHud ) );
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addField( "textColor", TypeColorF, Offset( mTextColor, GuiClockHud ) );
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endGroup("Misc");
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}
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//-----------------------------------------------------------------------------
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void GuiClockHud::onRender(Point2I offset, const RectI &updateRect)
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{
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// Background first
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if (mShowFill)
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dglDrawRectFill(updateRect, mFillColor);
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// Convert ms time into hours, minutes and seconds.
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S32 time = S32(getTime());
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S32 secs = time % 60;
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S32 mins = (time % 3600) / 60;
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S32 hours = time / 3600;
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// Currently only displays min/sec
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char buf[256];
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dSprintf(buf,sizeof(buf), "%02d:%02d",mins,secs);
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// Center the text
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offset.x += (mBounds.extent.x - mProfile->mFont->getStrWidth((const UTF8 *)buf)) / 2;
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offset.y += (mBounds.extent.y - mProfile->mFont->getHeight()) / 2;
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dglSetBitmapModulation(mTextColor);
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dglDrawText(mProfile->mFont, offset, buf);
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dglClearBitmapModulation();
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// Border last
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if (mShowFrame)
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dglDrawRect(updateRect, mFrameColor);
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}
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//-----------------------------------------------------------------------------
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void GuiClockHud::setTime(F32 time)
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{
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// Set the current time in seconds.
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mTimeOffset = S32(time * 1000) - Platform::getVirtualMilliseconds();
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}
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F32 GuiClockHud::getTime()
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{
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// Return elapsed time in seconds.
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return F32(mTimeOffset + Platform::getVirtualMilliseconds()) / 1000;
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}
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ConsoleMethod(GuiClockHud,setTime,void,3, 3,"(time in sec)Sets the current base time for the clock")
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{
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object->setTime(dAtof(argv[2]));
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}
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ConsoleMethod(GuiClockHud,getTime, F32, 2, 2,"()Returns current time in secs.")
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{
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return object->getTime();
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}
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148
engine/game/fps/guiCrossHairHud.cc
Executable file
148
engine/game/fps/guiCrossHairHud.cc
Executable file
@ -0,0 +1,148 @@
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//-----------------------------------------------------------------------------
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// Torque Game Engine
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// Copyright (C) GarageGames.com, Inc.
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//-----------------------------------------------------------------------------
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#include "dgl/dgl.h"
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#include "gui/core/guiControl.h"
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#include "gui/controls/guiBitmapCtrl.h"
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#include "console/consoleTypes.h"
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#include "sceneGraph/sceneGraph.h"
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#include "game/gameConnection.h"
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#include "game/shapeBase.h"
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//-----------------------------------------------------------------------------
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/// Vary basic cross hair hud.
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/// Uses the base bitmap control to render a bitmap, and decides whether
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/// to draw or not depending on the current control object and it's state.
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/// If there is ShapeBase object under the cross hair and it's named,
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/// then a small health bar is displayed.
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class GuiCrossHairHud : public GuiBitmapCtrl
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{
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typedef GuiBitmapCtrl Parent;
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ColorF mDamageFillColor;
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ColorF mDamageFrameColor;
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Point2I mDamageRectSize;
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Point2I mDamageOffset;
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protected:
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void drawDamage(Point2I offset, F32 damage, F32 opacity);
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public:
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GuiCrossHairHud();
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void onRender( Point2I, const RectI &);
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static void initPersistFields();
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DECLARE_CONOBJECT( GuiCrossHairHud );
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};
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/// Valid object types for which the cross hair will render, this
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/// should really all be script controlled.
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static const U32 ObjectMask = PlayerObjectType | VehicleObjectType;
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//-----------------------------------------------------------------------------
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IMPLEMENT_CONOBJECT( GuiCrossHairHud );
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GuiCrossHairHud::GuiCrossHairHud()
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{
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mDamageFillColor.set( 0, 1, 0, 1 );
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mDamageFrameColor.set( 1, 0.6, 0, 1 );
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mDamageRectSize.set(50, 4);
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mDamageOffset.set(0,32);
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}
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void GuiCrossHairHud::initPersistFields()
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{
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Parent::initPersistFields();
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addGroup("Damage");
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addField( "damageFillColor", TypeColorF, Offset( mDamageFillColor, GuiCrossHairHud ) );
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addField( "damageFrameColor", TypeColorF, Offset( mDamageFrameColor, GuiCrossHairHud ) );
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addField( "damageRect", TypePoint2I, Offset( mDamageRectSize, GuiCrossHairHud ) );
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addField( "damageOffset", TypePoint2I, Offset( mDamageOffset, GuiCrossHairHud ) );
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endGroup("Damage");
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}
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//-----------------------------------------------------------------------------
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void GuiCrossHairHud::onRender(Point2I offset, const RectI &updateRect)
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{
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// Must have a connection and player control object
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GameConnection* conn = GameConnection::getConnectionToServer();
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if (!conn)
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return;
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ShapeBase* control = conn->getControlObject();
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if (!control || !(control->getType() & ObjectMask) || !conn->isFirstPerson())
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return;
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// Parent render.
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Parent::onRender(offset,updateRect);
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// Get control camera info
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MatrixF cam;
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Point3F camPos;
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conn->getControlCameraTransform(0,&cam);
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cam.getColumn(3, &camPos);
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// Extend the camera vector to create an endpoint for our ray
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Point3F endPos;
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cam.getColumn(1, &endPos);
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endPos *= gClientSceneGraph->getVisibleDistance();
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endPos += camPos;
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// Collision info. We're going to be running LOS tests and we
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// don't want to collide with the control object.
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static U32 losMask = TerrainObjectType | InteriorObjectType | ShapeBaseObjectType;
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control->disableCollision();
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RayInfo info;
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if (gClientContainer.castRay(camPos, endPos, losMask, &info)) {
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// Hit something... but we'll only display health for named
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// ShapeBase objects. Could mask against the object type here
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// and do a static cast if it's a ShapeBaseObjectType, but this
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// isn't a performance situation, so I'll just use dynamic_cast.
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if (ShapeBase* obj = dynamic_cast<ShapeBase*>(info.object))
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if (obj->getShapeName()) {
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offset.x = updateRect.point.x + updateRect.extent.x / 2;
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offset.y = updateRect.point.y + updateRect.extent.y / 2;
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drawDamage(offset + mDamageOffset, obj->getDamageValue(), 1);
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}
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}
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// Restore control object collision
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control->enableCollision();
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}
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//-----------------------------------------------------------------------------
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/**
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Display a damage bar ubove the shape.
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This is a support funtion, called by onRender.
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*/
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void GuiCrossHairHud::drawDamage(Point2I offset, F32 damage, F32 opacity)
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{
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mDamageFillColor.alpha = mDamageFrameColor.alpha = opacity;
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// Damage should be 0->1 (0 being no damage,or healthy), but
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// we'll just make sure here as we flip it.
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damage = mClampF(1 - damage, 0, 1);
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// Center the bar
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RectI rect(offset, mDamageRectSize);
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rect.point.x -= mDamageRectSize.x / 2;
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// Draw the border
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dglDrawRect(rect, mDamageFrameColor);
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// Draw the damage % fill
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rect.point += Point2I(1, 1);
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rect.extent -= Point2I(1, 1);
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rect.extent.x = (S32)(rect.extent.x * damage);
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if (rect.extent.x == 1)
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rect.extent.x = 2;
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if (rect.extent.x > 0)
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dglDrawRectFill(rect, mDamageFillColor);
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}
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165
engine/game/fps/guiHealthBarHud.cc
Executable file
165
engine/game/fps/guiHealthBarHud.cc
Executable file
@ -0,0 +1,165 @@
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//-----------------------------------------------------------------------------
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// Torque Game Engine
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// Copyright (C) GarageGames.com, Inc.
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//-----------------------------------------------------------------------------
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#include "dgl/dgl.h"
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#include "gui/core/guiControl.h"
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#include "console/consoleTypes.h"
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#include "game/gameConnection.h"
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#include "game/shapeBase.h"
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//-----------------------------------------------------------------------------
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/// A basic health bar control.
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/// This gui displays the damage value of the current PlayerObjectType
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/// control object. The gui can be set to pulse if the health value
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/// drops below a set value. This control only works if a server
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/// connection exists and it's control object is a PlayerObjectType. If
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/// either of these requirements is false, the control is not rendered.
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class GuiHealthBarHud : public GuiControl
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{
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typedef GuiControl Parent;
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bool mShowFrame;
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bool mShowFill;
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bool mDisplayEnergy;
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bool mFlipped;
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ColorF mFillColor;
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ColorF mFrameColor;
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ColorF mDamageFillColor;
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S32 mPulseRate;
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F32 mPulseThreshold;
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F32 mValue;
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public:
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GuiHealthBarHud();
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void onRender( Point2I, const RectI &);
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static void initPersistFields();
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DECLARE_CONOBJECT( GuiHealthBarHud );
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};
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//-----------------------------------------------------------------------------
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IMPLEMENT_CONOBJECT( GuiHealthBarHud );
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GuiHealthBarHud::GuiHealthBarHud()
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{
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mShowFrame = mShowFill = true;
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mFlipped = mDisplayEnergy = false;
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mFillColor.set(0, 0, 0, 0.5);
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mFrameColor.set(0, 1, 0, 1);
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mDamageFillColor.set(0, 1, 0, 1);
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mPulseRate = 0;
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mPulseThreshold = 0.3f;
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mValue = 0.2f;
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}
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void GuiHealthBarHud::initPersistFields()
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{
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Parent::initPersistFields();
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addGroup("Colors");
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addField( "fillColor", TypeColorF, Offset( mFillColor, GuiHealthBarHud ) );
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addField( "frameColor", TypeColorF, Offset( mFrameColor, GuiHealthBarHud ) );
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addField( "damageFillColor", TypeColorF, Offset( mDamageFillColor, GuiHealthBarHud ) );
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endGroup("Colors");
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addGroup("Pulse");
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addField( "pulseRate", TypeS32, Offset( mPulseRate, GuiHealthBarHud ) );
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addField( "pulseThreshold", TypeF32, Offset( mPulseThreshold, GuiHealthBarHud ) );
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endGroup("Pulse");
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addGroup("Misc");
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addField( "flipped", TypeBool, Offset( mFlipped, GuiHealthBarHud ) );
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addField( "showFill", TypeBool, Offset( mShowFill, GuiHealthBarHud ) );
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addField( "showFrame", TypeBool, Offset( mShowFrame, GuiHealthBarHud ) );
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||||
addField( "displayEnergy", TypeBool, Offset( mDisplayEnergy, GuiHealthBarHud ) );
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endGroup("Misc");
|
||||
}
|
||||
|
||||
|
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//-----------------------------------------------------------------------------
|
||||
/**
|
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Gui onRender method.
|
||||
Renders a health bar with filled background and border.
|
||||
*/
|
||||
void GuiHealthBarHud::onRender(Point2I offset, const RectI &updateRect)
|
||||
{
|
||||
// Must have a connection and player control object
|
||||
GameConnection* conn = GameConnection::getConnectionToServer();
|
||||
if (!conn)
|
||||
return;
|
||||
ShapeBase* control = conn->getControlObject();
|
||||
if (!control || !(control->getType() & PlayerObjectType))
|
||||
return;
|
||||
|
||||
if(mDisplayEnergy)
|
||||
{
|
||||
mValue = control->getEnergyValue();
|
||||
}
|
||||
else
|
||||
{
|
||||
// We'll just grab the damage right off the control object.
|
||||
// Damage value 0 = no damage.
|
||||
mValue = 1 - control->getDamageValue();
|
||||
}
|
||||
|
||||
|
||||
// Background first
|
||||
if (mShowFill)
|
||||
dglDrawRectFill(updateRect, mFillColor);
|
||||
|
||||
// Pulse the damage fill if it's below the threshold
|
||||
if (mPulseRate != 0)
|
||||
{
|
||||
if (mValue < mPulseThreshold)
|
||||
{
|
||||
F32 time = Platform::getVirtualMilliseconds();
|
||||
F32 alpha = mFmod(time,mPulseRate) / (mPulseRate / 2.0);
|
||||
mDamageFillColor.alpha = (alpha > 1.0)? 2.0 - alpha: alpha;
|
||||
}
|
||||
else
|
||||
mDamageFillColor.alpha = 1;
|
||||
}
|
||||
|
||||
// Render damage fill %
|
||||
RectI rect(updateRect);
|
||||
if(mBounds.extent.x > mBounds.extent.y)
|
||||
{
|
||||
if(mFlipped)
|
||||
{
|
||||
S32 bottomX = rect.point.x + rect.extent.x;
|
||||
rect.extent.x = (S32)(rect.extent.x * mValue);
|
||||
rect.point.x = bottomX - rect.extent.x;
|
||||
}
|
||||
else
|
||||
{
|
||||
rect.extent.x = (S32)(rect.extent.x * mValue);
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
if(mFlipped)
|
||||
{
|
||||
rect.extent.y = (S32)(rect.extent.y * mValue);
|
||||
}
|
||||
else
|
||||
{
|
||||
S32 bottomY = rect.point.y + rect.extent.y;
|
||||
rect.extent.y = (S32)(rect.extent.y * mValue);
|
||||
rect.point.y = bottomY - rect.extent.y;
|
||||
}
|
||||
}
|
||||
|
||||
dglDrawRectFill(rect, mDamageFillColor);
|
||||
|
||||
// Border last
|
||||
if (mShowFrame)
|
||||
dglDrawRect(updateRect, mFrameColor);
|
||||
}
|
250
engine/game/fps/guiShapeNameHud.cc
Executable file
250
engine/game/fps/guiShapeNameHud.cc
Executable file
@ -0,0 +1,250 @@
|
||||
//-----------------------------------------------------------------------------
|
||||
// Torque Game Engine
|
||||
// Copyright (C) GarageGames.com, Inc.
|
||||
//-----------------------------------------------------------------------------
|
||||
|
||||
#include "dgl/dgl.h"
|
||||
#include "dgl/gFont.h"
|
||||
#include "gui/core/guiControl.h"
|
||||
#include "gui/core/guiTSControl.h"
|
||||
#include "console/consoleTypes.h"
|
||||
#include "sceneGraph/sceneGraph.h"
|
||||
#include "game/shapeBase.h"
|
||||
#include "game/gameConnection.h"
|
||||
|
||||
//----------------------------------------------------------------------------
|
||||
/// Displays name & damage above shape objects.
|
||||
///
|
||||
/// This control displays the name and damage value of all named
|
||||
/// ShapeBase objects on the client. The name and damage of objects
|
||||
/// within the control's display area are overlayed above the object.
|
||||
///
|
||||
/// This GUI control must be a child of a TSControl, and a server connection
|
||||
/// and control object must be present.
|
||||
///
|
||||
/// This is a stand-alone control and relies only on the standard base GuiControl.
|
||||
class GuiShapeNameHud : public GuiControl
|
||||
{
|
||||
typedef GuiControl Parent;
|
||||
|
||||
// field data
|
||||
ColorF mFillColor;
|
||||
ColorF mFrameColor;
|
||||
ColorF mTextColor;
|
||||
|
||||
F32 mVerticalOffset;
|
||||
F32 mDistanceFade;
|
||||
bool mShowFrame;
|
||||
bool mShowFill;
|
||||
|
||||
protected:
|
||||
void drawName( Point2I offset, const char *buf, F32 opacity);
|
||||
|
||||
public:
|
||||
GuiShapeNameHud();
|
||||
|
||||
// GuiControl
|
||||
virtual void onRender(Point2I offset, const RectI &updateRect);
|
||||
|
||||
static void initPersistFields();
|
||||
DECLARE_CONOBJECT( GuiShapeNameHud );
|
||||
};
|
||||
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
|
||||
IMPLEMENT_CONOBJECT(GuiShapeNameHud);
|
||||
|
||||
/// Default distance for object's information to be displayed.
|
||||
static const F32 cDefaultVisibleDistance = 500.0f;
|
||||
|
||||
GuiShapeNameHud::GuiShapeNameHud()
|
||||
{
|
||||
mFillColor.set( 0.25, 0.25, 0.25, 0.25 );
|
||||
mFrameColor.set( 0, 1, 0, 1 );
|
||||
mTextColor.set( 0, 1, 0, 1 );
|
||||
mShowFrame = mShowFill = true;
|
||||
mVerticalOffset = 0.5;
|
||||
mDistanceFade = 0.1;
|
||||
}
|
||||
|
||||
void GuiShapeNameHud::initPersistFields()
|
||||
{
|
||||
Parent::initPersistFields();
|
||||
addGroup("Colors");
|
||||
addField( "fillColor", TypeColorF, Offset( mFillColor, GuiShapeNameHud ) );
|
||||
addField( "frameColor", TypeColorF, Offset( mFrameColor, GuiShapeNameHud ) );
|
||||
addField( "textColor", TypeColorF, Offset( mTextColor, GuiShapeNameHud ) );
|
||||
endGroup("Colors");
|
||||
|
||||
addGroup("Misc");
|
||||
addField( "showFill", TypeBool, Offset( mShowFill, GuiShapeNameHud ) );
|
||||
addField( "showFrame", TypeBool, Offset( mShowFrame, GuiShapeNameHud ) );
|
||||
addField( "verticalOffset", TypeF32, Offset( mVerticalOffset, GuiShapeNameHud ) );
|
||||
addField( "distanceFade", TypeF32, Offset( mDistanceFade, GuiShapeNameHud ) );
|
||||
endGroup("Misc");
|
||||
}
|
||||
|
||||
|
||||
//----------------------------------------------------------------------------
|
||||
/// Core rendering method for this control.
|
||||
///
|
||||
/// This method scans through all the current client ShapeBase objects.
|
||||
/// If one is named, it displays the name and damage information for it.
|
||||
///
|
||||
/// Information is offset from the center of the object's bounding box,
|
||||
/// unless the object is a PlayerObjectType, in which case the eye point
|
||||
/// is used.
|
||||
///
|
||||
/// @param updateRect Extents of control.
|
||||
void GuiShapeNameHud::onRender( Point2I, const RectI &updateRect)
|
||||
{
|
||||
// Background fill first
|
||||
if (mShowFill)
|
||||
dglDrawRectFill(updateRect, mFillColor);
|
||||
|
||||
// Must be in a TS Control
|
||||
GuiTSCtrl *parent = dynamic_cast<GuiTSCtrl*>(getParent());
|
||||
if (!parent) return;
|
||||
|
||||
// Must have a connection and control object
|
||||
GameConnection* conn = GameConnection::getConnectionToServer();
|
||||
if (!conn)
|
||||
return;
|
||||
|
||||
ShapeBase* control = conn->getControlObject();
|
||||
if (!control)
|
||||
return;
|
||||
|
||||
// Get control camera info
|
||||
MatrixF cam;
|
||||
Point3F camPos;
|
||||
VectorF camDir;
|
||||
conn->getControlCameraTransform(0,&cam);
|
||||
cam.getColumn(3, &camPos);
|
||||
cam.getColumn(1, &camDir);
|
||||
|
||||
F32 camFov;
|
||||
conn->getControlCameraFov(&camFov);
|
||||
camFov = mDegToRad(camFov) / 2;
|
||||
|
||||
// Visible distance info & name fading
|
||||
F32 visDistance = gClientSceneGraph->getVisibleDistance();
|
||||
F32 visDistanceSqr = visDistance * visDistance;
|
||||
F32 fadeDistance = visDistance * mDistanceFade;
|
||||
|
||||
// Collision info. We're going to be running LOS tests and we
|
||||
// don't want to collide with the control object.
|
||||
static U32 losMask = TerrainObjectType | InteriorObjectType | ShapeBaseObjectType;
|
||||
control->disableCollision();
|
||||
|
||||
// All ghosted objects are added to the server connection group,
|
||||
// so we can find all the shape base objects by iterating through
|
||||
// our current connection.
|
||||
for (SimSetIterator itr(conn); *itr; ++itr)
|
||||
{
|
||||
if ((*itr)->getType() & ShapeBaseObjectType)
|
||||
{
|
||||
ShapeBase* shape = static_cast<ShapeBase*>(*itr);
|
||||
if (shape != control && shape->getShapeName())
|
||||
{
|
||||
|
||||
// Target pos to test, if it's a player run the LOS to his eye
|
||||
// point, otherwise we'll grab the generic box center.
|
||||
Point3F shapePos;
|
||||
if (shape->getType() & PlayerObjectType)
|
||||
{
|
||||
MatrixF eye;
|
||||
|
||||
// Use the render eye transform, otherwise we'll see jittering
|
||||
shape->getRenderEyeTransform(&eye);
|
||||
eye.getColumn(3, &shapePos);
|
||||
}
|
||||
else
|
||||
{
|
||||
// Use the render transform instead of the box center
|
||||
// otherwise it'll jitter.
|
||||
MatrixF srtMat = shape->getRenderTransform();
|
||||
srtMat.getColumn(3, &shapePos);
|
||||
}
|
||||
|
||||
VectorF shapeDir = shapePos - camPos;
|
||||
|
||||
// Test to see if it's in range
|
||||
F32 shapeDist = shapeDir.lenSquared();
|
||||
if (shapeDist == 0 || shapeDist > visDistanceSqr)
|
||||
continue;
|
||||
shapeDist = mSqrt(shapeDist);
|
||||
|
||||
// Test to see if it's within our viewcone, this test doesn't
|
||||
// actually match the viewport very well, should consider
|
||||
// projection and box test.
|
||||
shapeDir.normalize();
|
||||
F32 dot = mDot(shapeDir, camDir);
|
||||
if (dot < camFov)
|
||||
continue;
|
||||
|
||||
// Test to see if it's behind something, and we want to
|
||||
// ignore anything it's mounted on when we run the LOS.
|
||||
RayInfo info;
|
||||
shape->disableCollision();
|
||||
ShapeBase *mount = shape->getObjectMount();
|
||||
|
||||
if (mount)
|
||||
mount->disableCollision();
|
||||
bool los = !gClientContainer.castRay(camPos, shapePos,losMask, &info);
|
||||
shape->enableCollision();
|
||||
if (mount)
|
||||
mount->enableCollision();
|
||||
|
||||
if (!los)
|
||||
continue;
|
||||
|
||||
// Project the shape pos into screen space and calculate
|
||||
// the distance opacity used to fade the labels into the
|
||||
// distance.
|
||||
Point3F projPnt;
|
||||
shapePos.z += mVerticalOffset;
|
||||
if (!parent->project(shapePos, &projPnt))
|
||||
continue;
|
||||
F32 opacity = (shapeDist < fadeDistance)? 1.0:
|
||||
1.0 - (shapeDist - fadeDistance) / (visDistance - fadeDistance);
|
||||
|
||||
// Render the shape's name
|
||||
drawName(Point2I((S32)projPnt.x, (S32)projPnt.y),shape->getShapeName(),opacity);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// Restore control object collision
|
||||
control->enableCollision();
|
||||
|
||||
// Border last
|
||||
if (mShowFrame)
|
||||
dglDrawRect(updateRect, mFrameColor);
|
||||
}
|
||||
|
||||
|
||||
//----------------------------------------------------------------------------
|
||||
/// Render object names.
|
||||
///
|
||||
/// Helper function for GuiShapeNameHud::onRender
|
||||
///
|
||||
/// @param offset Screen coordinates to render name label. (Text is centered
|
||||
/// horizontally about this location, with bottom of text at
|
||||
/// specified y position.)
|
||||
/// @param name String name to display.
|
||||
/// @param opacity Opacity of name (a fraction).
|
||||
void GuiShapeNameHud::drawName(Point2I offset, const char *name, F32 opacity)
|
||||
{
|
||||
// Center the name
|
||||
offset.x -= mProfile->mFont->getStrWidth((const UTF8 *)name) / 2;
|
||||
offset.y -= mProfile->mFont->getHeight();
|
||||
|
||||
// Deal with opacity and draw.
|
||||
mTextColor.alpha = opacity;
|
||||
dglSetBitmapModulation(mTextColor);
|
||||
dglDrawText(mProfile->mFont, offset, name);
|
||||
dglClearBitmapModulation();
|
||||
}
|
||||
|
Reference in New Issue
Block a user