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This adds limiting the ghost data to a specific area around the client.
By default it is not included in the build, you must #define GHOSTSCOPING in the torqueConfig.h to enable it. The distance can be set via the mission file by adding visibleGhostDistance = "1000"; Or if it is not set in the mission file it will default to what is defined in torqueConfig.h #defined as GHOSTSCOPING_DEFAULT_DISTANCE_IF_NOT_IN_MISSION The mission default distance can be overridden on a per connection basis by using gameconnection:setVisibleGhostDistance and gameconnection:getVisibleGhostDistance The logic for setting the scoping distance was moved from shapebase in the original design to SceneObject so that it will affect cameras, players, etc.
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15 changed files with 138 additions and 1 deletions
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@ -388,7 +388,14 @@ F32 GameBase::getUpdatePriority(CameraScopeQuery *camInfo, U32 updateMask, S32 u
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// Weight by field of view, objects directly in front
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// will be weighted 1, objects behind will be 0
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F32 dot = mDot(pos,camInfo->orientation);
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#ifdef GHOSTSCOPING
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bool inFov = dot > camInfo->cosFov*1.5f;
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#else
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bool inFov = dot > camInfo->cosFov;
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#endif
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F32 wFov = inFov? 1.0f: 0;
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// Weight by linear velocity parallel to the viewing plane
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@ -406,7 +413,11 @@ F32 GameBase::getUpdatePriority(CameraScopeQuery *camInfo, U32 updateMask, S32 u
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// Weight by interest.
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F32 wInterest;
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#ifdef GHOSTSCOPING
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if (getTypeMask() & (PlayerObjectType || VehicleObjectType ))
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#else
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if (getTypeMask() & PlayerObjectType)
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#endif
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wInterest = 0.75f;
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else if (getTypeMask() & ProjectileObjectType)
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{
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