visualization augmentations for PhysicalZone. colorizes based on force vector, scales based on lengths

This commit is contained in:
Azaezel 2018-03-27 14:58:40 -05:00
parent 96093bd3ec
commit e8ac28b463

View file

@ -212,8 +212,10 @@ void PhysicalZone::onRemove()
void PhysicalZone::inspectPostApply()
{
setPolyhedron(mPolyhedron);
Parent::inspectPostApply();
setPolyhedron(mPolyhedron);
setMaskBits(PolyhedronMask | MoveMask | SettingsMask | FadeMask);
}
//------------------------------------------------------------------------------
@ -248,30 +250,87 @@ void PhysicalZone::prepRenderImage( SceneRenderState *state )
}
void PhysicalZone::renderObject( ObjectRenderInst *ri,
SceneRenderState *state,
BaseMatInstance *overrideMat )
void PhysicalZone::renderObject(ObjectRenderInst *ri,
SceneRenderState *state,
BaseMatInstance *overrideMat)
{
if (overrideMat)
return;
GFXStateBlockDesc desc;
desc.setZReadWrite( true, false );
desc.setBlend( true );
desc.setCullMode( GFXCullNone );
desc.setZReadWrite(true, false);
desc.setBlend(true);
desc.setCullMode(GFXCullNone);
GFXTransformSaver saver;
GFXDrawUtil *drawer = GFX->getDrawUtil();
Point3F start = getBoxCenter();
Box3F obb = mObjBox; //object bounding box
F32 baseForce = 10000; //roughly the ammount of force needed to push a player back as it walks into a zone. (used for visual scaling)
Point3F forceDir = getForce(&start);
F32 forceLen = forceDir.len()/ baseForce;
forceDir.normalizeSafe();
ColorI guideCol = LinearColorF(mFabs(forceDir.x), mFabs(forceDir.y), mFabs(forceDir.z), 0.125).toColorI();
if (force_type == VECTOR)
{
Point3F endPos = start + (forceDir * mMax(forceLen,0.75f));
drawer->drawArrow(desc, start, endPos, guideCol, 0.05f);
}
MatrixF mat = getRenderTransform();
mat.scale( getScale() );
mat.scale(getScale());
GFX->multWorld(mat);
start = obb.getCenter();
if (force_type == VECTOR)
{
drawer->drawPolyhedron(desc, mPolyhedron, ColorI(0, 255, 0, 45));
}
else if (force_type == SPHERICAL)
{
F32 rad = obb.getBoundingSphere().radius/ 2;
drawer->drawSphere(desc, rad, start, ColorI(0, 255, 0, 45));
GFX->multWorld( mat );
rad = (rad + forceLen / 2)/2;
desc.setFillModeWireframe();
drawer->drawSphere(desc, rad, start, ColorI(0, 0, 255, 255));
}
else
{
Point3F bottomPos = start;
bottomPos.z -= obb.len_z() / 2;
Point3F topPos = start;
topPos.z += obb.len_z() / 2;
F32 rad = obb.len_x() / 2;
drawer->drawCylinder(desc, bottomPos, topPos, rad, ColorI(0, 255, 0, 45));
GFXDrawUtil *drawer = GFX->getDrawUtil();
drawer->drawPolyhedron( desc, mPolyhedron, ColorI( 0, 255, 0, 45 ) );
Point3F force_vec = mAppliedForce; //raw relative-applied force here as oposed to derived
F32 hieght = (force_vec.z / baseForce);
if (force_vec.z<0)
bottomPos.z = (bottomPos.z + hieght)/2;
else
topPos.z = (topPos.z + hieght) / 2;
if (force_vec.x > force_vec.y)
rad = (rad + (force_vec.x / baseForce)) / 2;
else
rad = (rad + (force_vec.y / baseForce)) / 2;
desc.setFillModeWireframe();
drawer->drawCylinder(desc, bottomPos, topPos, rad, guideCol);
}
desc.setFillModeWireframe();
drawer->drawPolyhedron( desc, mPolyhedron, ColorI::BLACK );
drawer->drawPolyhedron(desc, mPolyhedron, ColorI::BLACK);
}
//--------------------------------------------------------------------------
@ -325,7 +384,7 @@ U32 PhysicalZone::packUpdate(NetConnection* con, U32 mask, BitStream* stream)
stream->writeFlag(mActive);
return retMask;
return retMask;
}
void PhysicalZone::unpackUpdate(NetConnection* con, BitStream* stream)