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:
Vincent Gee 2014-11-05 23:14:39 -05:00
parent 378a933894
commit 55bdfe5dc3
15 changed files with 138 additions and 1 deletions

View file

@ -40,7 +40,6 @@
// For player object bounds workaround.
#include "T3D/player.h"
extern bool gEditingMission;
@ -113,6 +112,9 @@ SceneManager::SceneManager( bool isClient )
mDisplayTargetResolution( 0, 0 ),
mDefaultRenderPass( NULL ),
mVisibleDistance( 500.f ),
#ifdef GHOSTSCOPING
mVisibleGhostDistance(GHOSTSCOPING_DEFAULT_DISTANCE_IF_NOT_IN_MISSION),
#endif
mNearClip( 0.1f ),
mAmbientLightColor( ColorF( 0.1f, 0.1f, 0.1f, 1.0f ) ),
mZoneManager( NULL )

View file

@ -59,6 +59,8 @@
#include "core/util/tSignal.h"
#endif
#include "torqueConfig.h"
class LightManager;
class SceneRootZone;
@ -141,6 +143,9 @@ class SceneManager
F32 mVisibleDistance;
#ifdef GHOSTSCOPING
F32 mVisibleGhostDistance;
#endif
F32 mNearClip;
FogData mFogData;
@ -317,6 +322,10 @@ class SceneManager
/// Returns the default visible distance for the scene.
F32 getVisibleDistance() { return mVisibleDistance; }
#ifdef GHOSTSCOPING
void setVisibleGhostDistance( F32 dist ) { mVisibleGhostDistance = dist; }
F32 getVisibleGhostDistance() { return mVisibleGhostDistance;}
#endif
/// Used by LevelInfo to set the default near clip plane
/// for rendering the scene.
///

View file

@ -43,6 +43,10 @@
#include "math/mTransform.h"
#include "T3D/gameBase/gameProcess.h"
#ifdef GHOSTSCOPING
#include "T3D/gameBase/gameConnection.h"
#endif
IMPLEMENT_CONOBJECT(SceneObject);
ConsoleDocClass( SceneObject,
@ -664,6 +668,16 @@ static void scopeCallback( SceneObject* obj, void* conPtr )
void SceneObject::onCameraScopeQuery( NetConnection* connection, CameraScopeQuery* query )
{
#ifdef GHOSTSCOPING
SceneManager* scenemanager = getSceneManager();
GameConnection* conn = dynamic_cast<GameConnection*> (connection);
if (conn->getVisibleGhostDistance() == 0.0f)
query->visibleDistance = scenemanager->getVisibleGhostDistance();
else
query->visibleDistance = conn->getVisibleGhostDistance();
#endif
// Object itself is in scope.
if( this->isScopeable() )