mirror of
https://github.com/TorqueGameEngines/Torque3D.git
synced 2026-07-10 22:24:33 +00:00
Engine directory for ticket #1
This commit is contained in:
parent
352279af7a
commit
7dbfe6994d
3795 changed files with 1363358 additions and 0 deletions
287
Engine/source/T3D/fps/guiShapeNameHud.cpp
Normal file
287
Engine/source/T3D/fps/guiShapeNameHud.cpp
Normal file
|
|
@ -0,0 +1,287 @@
|
|||
//-----------------------------------------------------------------------------
|
||||
// Copyright (c) 2012 GarageGames, LLC
|
||||
//
|
||||
// Permission is hereby granted, free of charge, to any person obtaining a copy
|
||||
// of this software and associated documentation files (the "Software"), to
|
||||
// deal in the Software without restriction, including without limitation the
|
||||
// rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
|
||||
// sell copies of the Software, and to permit persons to whom the Software is
|
||||
// furnished to do so, subject to the following conditions:
|
||||
//
|
||||
// The above copyright notice and this permission notice shall be included in
|
||||
// all copies or substantial portions of the Software.
|
||||
//
|
||||
// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
|
||||
// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
|
||||
// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
|
||||
// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
|
||||
// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
|
||||
// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
|
||||
// IN THE SOFTWARE.
|
||||
//-----------------------------------------------------------------------------
|
||||
|
||||
#include "platform/platform.h"
|
||||
|
||||
#include "gui/core/guiControl.h"
|
||||
#include "gui/3d/guiTSControl.h"
|
||||
#include "console/consoleTypes.h"
|
||||
#include "scene/sceneManager.h"
|
||||
#include "T3D/gameBase/gameConnection.h"
|
||||
#include "T3D/shapeBase.h"
|
||||
#include "gfx/gfxDrawUtil.h"
|
||||
#include "console/engineAPI.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 );
|
||||
DECLARE_CATEGORY( "Gui Game" );
|
||||
DECLARE_DESCRIPTION( "Displays name and damage of ShapeBase objects in its bounds.\n"
|
||||
"Must be a child of a GuiTSCtrl and a server connection must be present." );
|
||||
};
|
||||
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
|
||||
IMPLEMENT_CONOBJECT(GuiShapeNameHud);
|
||||
|
||||
ConsoleDocClass( GuiShapeNameHud,
|
||||
"@brief Displays name and damage of ShapeBase objects in its bounds. Must be a child of a GuiTSCtrl and a server connection must be present.\n\n"
|
||||
"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.\n\n"
|
||||
"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.\n\n"
|
||||
|
||||
"@tsexample\n"
|
||||
"\n new GuiShapeNameHud()"
|
||||
"{\n"
|
||||
" fillColor = \"0.0 1.0 0.0 1.0\"; // Fills with a solid green color\n"
|
||||
" frameColor = \"1.0 1.0 1.0 1.0\"; // Solid white frame color\n"
|
||||
" textColor = \"1.0 1.0 1.0 1.0\"; // Solid white text Color\n"
|
||||
" showFill = \"true\";\n"
|
||||
" showFrame = \"true\";\n"
|
||||
" verticalOffset = \"0.15\";\n"
|
||||
" distanceFade = \"15.0\";\n"
|
||||
"};\n"
|
||||
"@endtsexample\n\n"
|
||||
|
||||
"@ingroup GuiGame\n"
|
||||
);
|
||||
|
||||
/// Default distance for object's information to be displayed.
|
||||
static const F32 cDefaultVisibleDistance = 500.0f;
|
||||
|
||||
GuiShapeNameHud::GuiShapeNameHud()
|
||||
{
|
||||
mFillColor.set( 0.25f, 0.25f, 0.25f, 0.25f );
|
||||
mFrameColor.set( 0, 1, 0, 1 );
|
||||
mTextColor.set( 0, 1, 0, 1 );
|
||||
mShowFrame = mShowFill = true;
|
||||
mVerticalOffset = 0.5f;
|
||||
mDistanceFade = 0.1f;
|
||||
}
|
||||
|
||||
void GuiShapeNameHud::initPersistFields()
|
||||
{
|
||||
addGroup("Colors");
|
||||
addField( "fillColor", TypeColorF, Offset( mFillColor, GuiShapeNameHud ), "Standard color for the background of the control." );
|
||||
addField( "frameColor", TypeColorF, Offset( mFrameColor, GuiShapeNameHud ), "Color for the control's frame." );
|
||||
addField( "textColor", TypeColorF, Offset( mTextColor, GuiShapeNameHud ), "Color for the text on this control." );
|
||||
endGroup("Colors");
|
||||
|
||||
addGroup("Misc");
|
||||
addField( "showFill", TypeBool, Offset( mShowFill, GuiShapeNameHud ), "If true, we draw the background color of the control." );
|
||||
addField( "showFrame", TypeBool, Offset( mShowFrame, GuiShapeNameHud ), "If true, we draw the frame of the control." );
|
||||
addField( "verticalOffset", TypeF32, Offset( mVerticalOffset, GuiShapeNameHud ), "Amount to vertically offset the control in relation to the ShapeBase object in focus." );
|
||||
addField( "distanceFade", TypeF32, Offset( mDistanceFade, GuiShapeNameHud ), "Visibility distance (how far the player must be from the ShapeBase object in focus) for this control to render." );
|
||||
endGroup("Misc");
|
||||
Parent::initPersistFields();
|
||||
}
|
||||
|
||||
|
||||
//----------------------------------------------------------------------------
|
||||
/// 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)
|
||||
GFX->getDrawUtil()->drawRectFill(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;
|
||||
GameBase * control = dynamic_cast<GameBase*>(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) {
|
||||
ShapeBase* shape = dynamic_cast< ShapeBase* >(*itr);
|
||||
if ( shape ) {
|
||||
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->getTypeMask() & 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();
|
||||
SceneObject *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)
|
||||
GFX->getDrawUtil()->drawRect(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;
|
||||
GFX->getDrawUtil()->setBitmapModulation(mTextColor);
|
||||
GFX->getDrawUtil()->drawText(mProfile->mFont, offset, name);
|
||||
GFX->getDrawUtil()->clearBitmapModulation();
|
||||
}
|
||||
|
||||
Loading…
Add table
Add a link
Reference in a new issue