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https://github.com/TorqueGameEngines/Torque3D.git
synced 2026-02-20 15:13:45 +00:00
visualization augmentations for PhysicalZone. colorizes based on force vector, scales based on lengths
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parent
96093bd3ec
commit
e8ac28b463
1 changed files with 74 additions and 15 deletions
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@ -212,8 +212,10 @@ void PhysicalZone::onRemove()
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void PhysicalZone::inspectPostApply()
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{
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setPolyhedron(mPolyhedron);
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Parent::inspectPostApply();
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setPolyhedron(mPolyhedron);
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setMaskBits(PolyhedronMask | MoveMask | SettingsMask | FadeMask);
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}
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//------------------------------------------------------------------------------
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@ -248,30 +250,87 @@ void PhysicalZone::prepRenderImage( SceneRenderState *state )
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}
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void PhysicalZone::renderObject( ObjectRenderInst *ri,
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SceneRenderState *state,
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BaseMatInstance *overrideMat )
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void PhysicalZone::renderObject(ObjectRenderInst *ri,
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SceneRenderState *state,
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BaseMatInstance *overrideMat)
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{
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if (overrideMat)
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return;
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GFXStateBlockDesc desc;
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desc.setZReadWrite( true, false );
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desc.setBlend( true );
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desc.setCullMode( GFXCullNone );
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desc.setZReadWrite(true, false);
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desc.setBlend(true);
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desc.setCullMode(GFXCullNone);
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GFXTransformSaver saver;
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GFXDrawUtil *drawer = GFX->getDrawUtil();
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Point3F start = getBoxCenter();
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Box3F obb = mObjBox; //object bounding box
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F32 baseForce = 10000; //roughly the ammount of force needed to push a player back as it walks into a zone. (used for visual scaling)
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Point3F forceDir = getForce(&start);
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F32 forceLen = forceDir.len()/ baseForce;
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forceDir.normalizeSafe();
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ColorI guideCol = LinearColorF(mFabs(forceDir.x), mFabs(forceDir.y), mFabs(forceDir.z), 0.125).toColorI();
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if (force_type == VECTOR)
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{
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Point3F endPos = start + (forceDir * mMax(forceLen,0.75f));
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drawer->drawArrow(desc, start, endPos, guideCol, 0.05f);
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}
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MatrixF mat = getRenderTransform();
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mat.scale( getScale() );
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mat.scale(getScale());
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GFX->multWorld(mat);
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start = obb.getCenter();
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if (force_type == VECTOR)
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{
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drawer->drawPolyhedron(desc, mPolyhedron, ColorI(0, 255, 0, 45));
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}
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else if (force_type == SPHERICAL)
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{
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F32 rad = obb.getBoundingSphere().radius/ 2;
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drawer->drawSphere(desc, rad, start, ColorI(0, 255, 0, 45));
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GFX->multWorld( mat );
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rad = (rad + forceLen / 2)/2;
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desc.setFillModeWireframe();
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drawer->drawSphere(desc, rad, start, ColorI(0, 0, 255, 255));
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}
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else
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{
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Point3F bottomPos = start;
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bottomPos.z -= obb.len_z() / 2;
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Point3F topPos = start;
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topPos.z += obb.len_z() / 2;
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F32 rad = obb.len_x() / 2;
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drawer->drawCylinder(desc, bottomPos, topPos, rad, ColorI(0, 255, 0, 45));
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GFXDrawUtil *drawer = GFX->getDrawUtil();
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drawer->drawPolyhedron( desc, mPolyhedron, ColorI( 0, 255, 0, 45 ) );
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Point3F force_vec = mAppliedForce; //raw relative-applied force here as oposed to derived
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F32 hieght = (force_vec.z / baseForce);
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if (force_vec.z<0)
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bottomPos.z = (bottomPos.z + hieght)/2;
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else
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topPos.z = (topPos.z + hieght) / 2;
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if (force_vec.x > force_vec.y)
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rad = (rad + (force_vec.x / baseForce)) / 2;
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else
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rad = (rad + (force_vec.y / baseForce)) / 2;
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desc.setFillModeWireframe();
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drawer->drawCylinder(desc, bottomPos, topPos, rad, guideCol);
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}
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desc.setFillModeWireframe();
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drawer->drawPolyhedron( desc, mPolyhedron, ColorI::BLACK );
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drawer->drawPolyhedron(desc, mPolyhedron, ColorI::BLACK);
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}
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//--------------------------------------------------------------------------
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@ -325,7 +384,7 @@ U32 PhysicalZone::packUpdate(NetConnection* con, U32 mask, BitStream* stream)
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stream->writeFlag(mActive);
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return retMask;
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return retMask;
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}
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void PhysicalZone::unpackUpdate(NetConnection* con, BitStream* stream)
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