mirror of
https://github.com/TorqueGameEngines/Torque3D.git
synced 2026-02-12 19:31:41 +00:00
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.
This commit is contained in:
parent
378a933894
commit
55bdfe5dc3
15 changed files with 138 additions and 1 deletions
|
|
@ -226,6 +226,10 @@ GameConnection::GameConnection()
|
|||
mAddYawToAbsRot = false;
|
||||
mAddPitchToAbsRot = false;
|
||||
|
||||
#ifdef GHOSTSCOPING
|
||||
mConnectionVisibleDistance = 0.0f;
|
||||
#endif
|
||||
|
||||
clearDisplayDevice();
|
||||
}
|
||||
|
||||
|
|
@ -239,6 +243,16 @@ GameConnection::~GameConnection()
|
|||
}
|
||||
|
||||
//----------------------------------------------------------------------------
|
||||
#ifdef GHOSTSCOPING
|
||||
void GameConnection::setVisibleGhostDistance(F32 dist)
|
||||
{
|
||||
mConnectionVisibleDistance = dist;
|
||||
}
|
||||
F32 GameConnection::getVisibleGhostDistance()
|
||||
{
|
||||
return mConnectionVisibleDistance;
|
||||
}
|
||||
#endif
|
||||
|
||||
bool GameConnection::canRemoteCreate()
|
||||
{
|
||||
|
|
@ -2199,3 +2213,26 @@ DefineEngineMethod( GameConnection, getControlSchemeAbsoluteRotation, bool, (),,
|
|||
{
|
||||
return object->getControlSchemeAbsoluteRotation();
|
||||
}
|
||||
|
||||
DefineEngineMethod( GameConnection, setVisibleGhostDistance, void, (F32 dist),,
|
||||
"@brief Sets the distance that objects around it will be ghosted.\n\n"
|
||||
"@dist - is the max distance\n\n"
|
||||
)
|
||||
{
|
||||
#ifdef GHOSTSCOPING
|
||||
object->setVisibleGhostDistance(dist);
|
||||
#endif
|
||||
}
|
||||
|
||||
DefineEngineMethod( GameConnection, getVisibleGhostDistance, F32, (),,
|
||||
"@brief Gets the distance that objects around the connection will be ghosted.\n\n"
|
||||
|
||||
"@return S32 of distance.\n\n"
|
||||
)
|
||||
{
|
||||
#ifdef GHOSTSCOPING
|
||||
return object->getVisibleGhostDistance();
|
||||
#else
|
||||
return 0;
|
||||
#endif
|
||||
}
|
||||
Loading…
Add table
Add a link
Reference in a new issue