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Added basic Walkabout with #define renamed and no editor.
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22 changed files with 3725 additions and 196 deletions
344
Engine/source/navigation/coverPoint.cpp
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344
Engine/source/navigation/coverPoint.cpp
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//-----------------------------------------------------------------------------
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// Copyright (c) 2014 Daniel Buckmaster
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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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#include "coverPoint.h"
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#include "math/mathIO.h"
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#include "scene/sceneRenderState.h"
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#include "core/stream/bitStream.h"
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#include "materials/sceneData.h"
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#include "gfx/gfxDebugEvent.h"
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#include "gfx/gfxTransformSaver.h"
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#include "gfx/gfxDrawUtil.h"
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#include "renderInstance/renderPassManager.h"
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#include "console/engineAPI.h"
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extern bool gEditingMission;
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IMPLEMENT_CO_NETOBJECT_V1(CoverPoint);
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ConsoleDocClass(CoverPoint,
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"@brief A type of marker that designates a location AI characters can take cover.\n\n"
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);
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ImplementEnumType(CoverPointSize,
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"The size of a cover point.\n")
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{ CoverPoint::Prone, "Prone", "Only provides cover when prone.\n" },
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{ CoverPoint::Crouch, "Crouch", "Only provides cover when crouching.\n" },
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{ CoverPoint::Stand, "Stand", "Provides cover when standing.\n" },
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EndImplementEnumType;
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//-----------------------------------------------------------------------------
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// Object setup and teardown
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//-----------------------------------------------------------------------------
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CoverPoint::CoverPoint()
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{
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mNetFlags.clear(Ghostable);
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mTypeMask |= MarkerObjectType;
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mSize = Stand;
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mQuality = 1.0f;
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mOccupied = false;
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mPeekLeft = false;
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mPeekRight = false;
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mPeekOver = false;
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}
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CoverPoint::~CoverPoint()
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{
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}
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//-----------------------------------------------------------------------------
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// Object Editing
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//-----------------------------------------------------------------------------
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void CoverPoint::initPersistFields()
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{
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addGroup("CoverPoint");
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addField("size", TYPEID<CoverPointSize>(), Offset(mSize, CoverPoint),
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"The size of this cover point.");
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addField("quality", TypeF32, Offset(mQuality, CoverPoint),
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"Reliability of this point as solid cover. (0...1)");
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addField("peekLeft", TypeBool, Offset(mPeekLeft, CoverPoint),
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"Can characters look left around this cover point?");
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addField("peekRight", TypeBool, Offset(mPeekRight, CoverPoint),
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"Can characters look right around this cover point?");
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addField("peekOver", TypeBool, Offset(mPeekOver, CoverPoint),
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"Can characters look over the top of this cover point?");
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endGroup("CoverPoint");
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Parent::initPersistFields();
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}
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bool CoverPoint::onAdd()
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{
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if(!Parent::onAdd())
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return false;
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// Set up a 1x1x1 bounding box
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mObjBox.set(Point3F(-0.5f, -0.5f, -0.5f),
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Point3F( 0.5f, 0.5f, 0.5f));
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resetWorldBox();
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if(gEditingMission)
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onEditorEnable();
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addToScene();
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return true;
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}
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void CoverPoint::onRemove()
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{
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if(gEditingMission)
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onEditorDisable();
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removeFromScene();
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Parent::onRemove();
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for(U32 i = 0; i < NumSizes; i++)
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smVertexBuffer[i] = NULL;
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}
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void CoverPoint::setTransform(const MatrixF & mat)
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{
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Parent::setTransform(mat);
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setMaskBits(TransformMask);
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}
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void CoverPoint::onEditorEnable()
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{
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mNetFlags.set(Ghostable);
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}
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void CoverPoint::onEditorDisable()
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{
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mNetFlags.clear(Ghostable);
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}
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void CoverPoint::inspectPostApply()
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{
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setMaskBits(TransformMask);
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}
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U32 CoverPoint::packUpdate(NetConnection *conn, U32 mask, BitStream *stream)
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{
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U32 retMask = Parent::packUpdate(conn, mask, stream);
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stream->writeInt(mSize, 4);
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stream->writeFlag(mOccupied);
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stream->writeFlag(peekLeft());
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stream->writeFlag(peekRight());
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stream->writeFlag(peekOver());
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// Write our transform information
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if(stream->writeFlag(mask & TransformMask))
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{
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mathWrite(*stream, getTransform());
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mathWrite(*stream, getScale());
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}
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return retMask;
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}
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void CoverPoint::unpackUpdate(NetConnection *conn, BitStream *stream)
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{
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Parent::unpackUpdate(conn, stream);
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mSize = (Size)stream->readInt(4);
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setOccupied(stream->readFlag());
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mPeekLeft = stream->readFlag();
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mPeekRight = stream->readFlag();
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mPeekOver = stream->readFlag();
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if(stream->readFlag()) // TransformMask
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{
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mathRead(*stream, &mObjToWorld);
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mathRead(*stream, &mObjScale);
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setTransform(mObjToWorld);
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}
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}
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//-----------------------------------------------------------------------------
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// Functionality
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//-----------------------------------------------------------------------------
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Point3F CoverPoint::getNormal() const
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{
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return getTransform().getForwardVector();
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}
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DefineEngineMethod(CoverPoint, isOccupied, bool, (),,
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"@brief Returns true if someone is already using this cover point.")
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{
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return object->isOccupied();
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}
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//-----------------------------------------------------------------------------
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// Object Rendering
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//-----------------------------------------------------------------------------
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GFXStateBlockRef CoverPoint::smNormalSB;
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GFXVertexBufferHandle<CoverPoint::VertexType> CoverPoint::smVertexBuffer[CoverPoint::NumSizes];
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void CoverPoint::initGFXResources()
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{
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if(smVertexBuffer[0] != NULL)
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return;
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static const Point3F planePoints[4] =
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{
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Point3F(-1.0f, 0.0f, 0.0f), Point3F(-1.0f, 0.0f, 2.0f),
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Point3F( 1.0f, 0.0f, 0.0f), Point3F( 1.0f, 0.0f, 2.0f),
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};
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static const U32 planeFaces[6] =
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{
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0, 1, 2,
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1, 2, 3
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};
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static const Point3F scales[NumSizes] =
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{
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Point3F(1.0f, 1.0f, 0.5f), // Prone
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Point3F(1.0f, 1.0f, 1.0f), // Crouch
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Point3F(1.0f, 1.0f, 2.0f) // Stand
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};
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static const ColorI colours[NumSizes] =
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{
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ColorI(180, 0, 0, 128), // Prone
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ColorI(250, 200, 90, 128), // Crouch
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ColorI( 80, 190, 20, 128) // Stand
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};
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for(U32 i = 0; i < NumSizes; i++)
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{
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// Fill the vertex buffer
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VertexType *pVert = NULL;
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smVertexBuffer[i].set(GFX, 6, GFXBufferTypeStatic);
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pVert = smVertexBuffer[i].lock();
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for(U32 j = 0; j < 6; j++)
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{
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pVert[j].point = planePoints[planeFaces[j]] * scales[i] * 0.5f;
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pVert[j].normal = Point3F(0.0f, -1.0f, 0.0f);
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pVert[j].color = colours[i];
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}
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smVertexBuffer[i].unlock();
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}
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// Set up our StateBlock
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GFXStateBlockDesc desc;
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desc.cullDefined = true;
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desc.cullMode = GFXCullNone;
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desc.setBlend(true);
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smNormalSB = GFX->createStateBlock(desc);
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}
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void CoverPoint::prepRenderImage(SceneRenderState *state)
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{
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// Allocate an ObjectRenderInst so that we can submit it to the RenderPassManager
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ObjectRenderInst *ri = state->getRenderPass()->allocInst<ObjectRenderInst>();
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// Now bind our rendering function so that it will get called
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ri->renderDelegate.bind(this, &CoverPoint::render);
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// Set our RenderInst as a standard object render
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ri->type = RenderPassManager::RIT_Editor;
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// Set our sorting keys to a default value
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ri->defaultKey = 0;
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ri->defaultKey2 = 0;
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// Submit our RenderInst to the RenderPassManager
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state->getRenderPass()->addInst(ri);
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}
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void CoverPoint::render(ObjectRenderInst *ri, SceneRenderState *state, BaseMatInstance *overrideMat)
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{
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initGFXResources();
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if(overrideMat)
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return;
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if(smVertexBuffer[mSize].isNull())
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return;
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PROFILE_SCOPE(CoverPoint_Render);
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// Set up a GFX debug event (this helps with debugging rendering events in external tools)
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GFXDEBUGEVENT_SCOPE(CoverPoint_Render, ColorI::RED);
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// GFXTransformSaver is a handy helper class that restores
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// the current GFX matrices to their original values when
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// it goes out of scope at the end of the function
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GFXTransformSaver saver;
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// Calculate our object to world transform matrix
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MatrixF objectToWorld = getRenderTransform();
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objectToWorld.scale(getScale());
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// Apply our object transform
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GFX->multWorld(objectToWorld);
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// Set the state block
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GFX->setStateBlock(smNormalSB);
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// Set up the "generic" shaders
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// These handle rendering on GFX layers that don't support
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// fixed function. Otherwise they disable shaders.
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GFX->setupGenericShaders(GFXDevice::GSModColorTexture);
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// Set the vertex buffer
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GFX->setVertexBuffer(smVertexBuffer[mSize]);
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// Draw our triangles
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GFX->drawPrimitive(GFXTriangleList, 0, 2);
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// Data for decorations.
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GFXStateBlockDesc desc;
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F32 height = (float)(mSize + 1) / NumSizes * 2.0f;
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// Draw an X if we're occupied.
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if(isOccupied())
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{
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GFX->getDrawUtil()->drawArrow(desc, Point3F(-0.5, 0, 0), Point3F(0.5, 0, height), ColorI::RED);
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GFX->getDrawUtil()->drawArrow(desc, Point3F(0.5, 0, 0), Point3F(-0.5, 0, height), ColorI::RED);
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}
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// Draw arrows to represent peek directions.
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if(peekLeft())
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GFX->getDrawUtil()->drawArrow(desc, Point3F(0, 0, height * 0.5), Point3F(-0.5, 0, height * 0.5), ColorI::GREEN);
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if(peekRight())
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GFX->getDrawUtil()->drawArrow(desc, Point3F(0, 0, height * 0.5), Point3F(0.5, 0, height * 0.5), ColorI::GREEN);
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if(peekOver())
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GFX->getDrawUtil()->drawArrow(desc, Point3F(0, 0, height * 0.5), Point3F(0, 0, height), ColorI::GREEN);
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}
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