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Add all new AFX files
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328
Engine/source/afx/ui/afxGuiTextHud.cpp
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328
Engine/source/afx/ui/afxGuiTextHud.cpp
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//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~~//
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// Arcane-FX for MIT Licensed Open Source version of Torque 3D from GarageGames
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// Copyright (C) 2015 Faust Logic, Inc.
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//
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// Permission is hereby granted, free of charge, to any person obtaining a copy
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// of this software and associated documentation files (the "Software"), to
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// deal in the Software without restriction, including without limitation the
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// rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
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// sell copies of the Software, and to permit persons to whom the Software is
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// furnished to do so, subject to the following conditions:
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//
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// The above copyright notice and this permission notice shall be included in
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// all copies or substantial portions of the Software.
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//
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// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
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// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
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// IN THE SOFTWARE.
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//
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//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~~//
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#include "afx/arcaneFX.h"
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#include "gui/3d/guiTSControl.h"
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#include "gfx/gfxDrawUtil.h"
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#include "T3D/gameBase/gameConnection.h"
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#include "T3D/shapeBase.h"
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#include "afx/ui/afxGuiTextHud.h"
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//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~~//
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Vector<afxGuiTextHud::HudTextSpec> afxGuiTextHud::text_items;
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IMPLEMENT_CONOBJECT(afxGuiTextHud);
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ConsoleDocClass( afxGuiTextHud,
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"@brief Similar to GuiShapeNameHud, afxGuiTextHud displays ShapeBase object names but "
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"also allows Gui Text effects.\n\n"
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"@ingroup GuiGame\n"
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);
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afxGuiTextHud::afxGuiTextHud()
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{
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mFillColor.set( 0.25f, 0.25f, 0.25f, 0.25f );
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mFrameColor.set( 0, 0, 0, 1 );
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mTextColor.set( 0, 1, 0, 1 );
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mShowFill = false;
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mShowFrame = true;
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mVerticalOffset = 0.5f;
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mDistanceFade = 0.1f;
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mLabelAllShapes = false;
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mEnableControlObjectOcclusion = false;
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}
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void afxGuiTextHud::initPersistFields()
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{
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addGroup("Colors");
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addField( "fillColor", TypeColorF, Offset( mFillColor, afxGuiTextHud ),
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"...");
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addField( "frameColor", TypeColorF, Offset( mFrameColor, afxGuiTextHud ),
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"...");
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addField( "textColor", TypeColorF, Offset( mTextColor, afxGuiTextHud ),
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"...");
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endGroup("Colors");
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addGroup("Misc");
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addField( "showFill", TypeBool, Offset( mShowFill, afxGuiTextHud ),
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"...");
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addField( "showFrame", TypeBool, Offset( mShowFrame, afxGuiTextHud ),
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"...");
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addField( "verticalOffset", TypeF32, Offset( mVerticalOffset, afxGuiTextHud ),
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"...");
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addField( "distanceFade", TypeF32, Offset( mDistanceFade, afxGuiTextHud ),
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"...");
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addField( "labelAllShapes", TypeBool, Offset( mLabelAllShapes, afxGuiTextHud ),
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"...");
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addField( "enableControlObjectOcclusion", TypeBool, Offset( mEnableControlObjectOcclusion, afxGuiTextHud ),
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"...");
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endGroup("Misc");
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Parent::initPersistFields();
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}
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//----------------------------------------------------------------------------
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/// Core rendering method for this control.
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///
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/// This method scans through all the current client ShapeBase objects.
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/// If one is named, it displays the name and damage information for it.
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///
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/// Information is offset from the center of the object's bounding box,
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/// unless the object is a PlayerObjectType, in which case the eye point
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/// is used.
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///
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/// @param updateRect Extents of control.
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void afxGuiTextHud::onRender( Point2I, const RectI &updateRect)
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{
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// Background fill first
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if (mShowFill)
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GFX->getDrawUtil()->drawRectFill(updateRect, mFillColor.toColorI());
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// Must be in a TS Control
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GuiTSCtrl *parent = dynamic_cast<GuiTSCtrl*>(getParent());
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if (!parent) return;
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// Must have a connection and 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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GameBase * control = dynamic_cast<GameBase*>(conn->getControlObject());
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if (!control)
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return;
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// Get control camera info
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MatrixF cam;
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Point3F camPos;
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VectorF camDir;
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conn->getControlCameraTransform(0,&cam);
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cam.getColumn(3, &camPos);
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cam.getColumn(1, &camDir);
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F32 camFovCos;
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conn->getControlCameraFov(&camFovCos);
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camFovCos = mCos(mDegToRad(camFovCos) / 2);
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// Visible distance info & name fading
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F32 visDistance = gClientSceneGraph->getVisibleDistance();
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F32 visDistanceSqr = visDistance * visDistance;
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F32 fadeDistance = visDistance * mDistanceFade;
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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 | TerrainLikeObjectType | ShapeBaseObjectType;
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if (!mEnableControlObjectOcclusion)
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control->disableCollision();
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if (mLabelAllShapes)
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{
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// This section works just like GuiShapeNameHud and renders labels for
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// all the shapes.
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// All ghosted objects are added to the server connection group,
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// so we can find all the shape base objects by iterating through
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// our current connection.
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for (SimSetIterator itr(conn); *itr; ++itr)
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{
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///if ((*itr)->getTypeMask() & ShapeBaseObjectType)
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///{
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ShapeBase* shape = dynamic_cast<ShapeBase*>(*itr);
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if ( shape ) {
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if (shape != control && shape->getShapeName())
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{
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// Target pos to test, if it's a player run the LOS to his eye
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// point, otherwise we'll grab the generic box center.
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Point3F shapePos;
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if (shape->getTypeMask() & PlayerObjectType)
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{
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MatrixF eye;
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// Use the render eye transform, otherwise we'll see jittering
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shape->getRenderEyeTransform(&eye);
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eye.getColumn(3, &shapePos);
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}
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else
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{
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// Use the render transform instead of the box center
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// otherwise it'll jitter.
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MatrixF srtMat = shape->getRenderTransform();
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srtMat.getColumn(3, &shapePos);
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}
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VectorF shapeDir = shapePos - camPos;
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// Test to see if it's in range
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F32 shapeDist = shapeDir.lenSquared();
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if (shapeDist == 0 || shapeDist > visDistanceSqr)
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continue;
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shapeDist = mSqrt(shapeDist);
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// Test to see if it's within our viewcone, this test doesn't
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// actually match the viewport very well, should consider
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// projection and box test.
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shapeDir.normalize();
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F32 dot = mDot(shapeDir, camDir);
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if (dot < camFovCos)
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continue;
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// Test to see if it's behind something, and we want to
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// ignore anything it's mounted on when we run the LOS.
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RayInfo info;
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shape->disableCollision();
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SceneObject *mount = shape->getObjectMount();
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if (mount)
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mount->disableCollision();
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bool los = !gClientContainer.castRay(camPos, shapePos,losMask, &info);
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shape->enableCollision();
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if (mount)
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mount->enableCollision();
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if (!los)
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continue;
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// Project the shape pos into screen space and calculate
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// the distance opacity used to fade the labels into the
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// distance.
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Point3F projPnt;
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shapePos.z += mVerticalOffset;
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if (!parent->project(shapePos, &projPnt))
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continue;
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F32 opacity = (shapeDist < fadeDistance)? 1.0:
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1.0 - (shapeDist - fadeDistance) / (visDistance - fadeDistance);
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// Render the shape's name
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drawName(Point2I((S32)projPnt.x, (S32)projPnt.y),shape->getShapeName(),opacity);
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}
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}
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}
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}
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// This section renders all text added by afxGuiText effects.
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for (S32 i = 0; i < text_items.size(); i++)
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{
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HudTextSpec* spec = &text_items[i];
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if (spec->text && spec->text[0] != '\0')
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{
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VectorF shapeDir = spec->pos - camPos;
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// do range test
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F32 shapeDist = shapeDir.lenSquared();
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if (shapeDist == 0 || shapeDist > visDistanceSqr)
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continue;
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shapeDist = mSqrt(shapeDist);
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// Test to see if it's within our viewcone, this test doesn't
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// actually match the viewport very well, should consider
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// projection and box test.
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shapeDir.normalize();
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F32 dot = mDot(shapeDir, camDir);
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if (dot < camFovCos)
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continue;
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// Test to see if it's behind something, and we want to
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// ignore anything it's mounted on when we run the LOS.
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RayInfo info;
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if (spec->obj)
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spec->obj->disableCollision();
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bool los = !gClientContainer.castRay(camPos, spec->pos, losMask, &info);
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if (spec->obj)
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spec->obj->enableCollision();
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if (!los)
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continue;
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// Project the shape pos into screen space.
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Point3F projPnt;
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if (!parent->project(spec->pos, &projPnt))
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continue;
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// Calculate the distance opacity used to fade text into the distance.
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F32 opacity = (shapeDist < fadeDistance)? 1.0 : 1.0 - (shapeDist - fadeDistance) / (25.0f);
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if (opacity > 0.01f)
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drawName(Point2I((S32)projPnt.x, (S32)projPnt.y), spec->text, opacity, &spec->text_clr);
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}
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}
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// Restore control object collision
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if (!mEnableControlObjectOcclusion)
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control->enableCollision();
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// Border last
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if (mShowFrame)
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GFX->getDrawUtil()->drawRect(updateRect, mFrameColor.toColorI());
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reset();
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}
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//----------------------------------------------------------------------------
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/// Render object names.
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///
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/// Helper function for GuiShapeNameHud::onRender
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///
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/// @param offset Screen coordinates to render name label. (Text is centered
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/// horizontally about this location, with bottom of text at
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/// specified y position.)
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/// @param name String name to display.
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/// @param opacity Opacity of name (a fraction).
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void afxGuiTextHud::drawName(Point2I offset, const char *name, F32 opacity, LinearColorF* color)
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{
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// Center the name
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offset.x -= mProfile->mFont->getStrWidth((const UTF8 *)name) / 2;
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offset.y -= mProfile->mFont->getHeight();
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// Deal with opacity and draw.
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LinearColorF draw_color = (color) ? *color : mTextColor;
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draw_color.alpha *= opacity;
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GFX->getDrawUtil()->setBitmapModulation(draw_color.toColorI());
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GFX->getDrawUtil()->drawText(mProfile->mFont, offset, name);
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GFX->getDrawUtil()->clearBitmapModulation();
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}
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void afxGuiTextHud::addTextItem(const Point3F& pos, const char* text, LinearColorF& color, SceneObject* obj)
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{
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if (!text || text[0] == '\0')
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return;
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HudTextSpec spec;
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spec.pos = pos;
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spec.text = text;
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spec.text_clr = color;
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spec.obj = obj;
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text_items.push_back(spec);
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}
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void afxGuiTextHud::reset()
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{
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text_items.clear();
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}
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//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~~//
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