mirror of
https://github.com/TorqueGameEngines/Torque3D.git
synced 2026-01-20 12:44:46 +00:00
329 lines
11 KiB
C++
329 lines
11 KiB
C++
|
|
//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~~//
|
|
// Arcane-FX for MIT Licensed Open Source version of Torque 3D from GarageGames
|
|
// Copyright (C) 2015 Faust Logic, Inc.
|
|
//
|
|
// 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 "afx/arcaneFX.h"
|
|
|
|
#include "gui/3d/guiTSControl.h"
|
|
#include "gfx/gfxDrawUtil.h"
|
|
#include "T3D/gameBase/gameConnection.h"
|
|
#include "T3D/shapeBase.h"
|
|
|
|
#include "afx/ui/afxGuiTextHud.h"
|
|
|
|
//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~~//
|
|
|
|
Vector<afxGuiTextHud::HudTextSpec> afxGuiTextHud::text_items;
|
|
|
|
IMPLEMENT_CONOBJECT(afxGuiTextHud);
|
|
|
|
ConsoleDocClass( afxGuiTextHud,
|
|
"@brief Similar to GuiShapeNameHud, afxGuiTextHud displays ShapeBase object names but "
|
|
"also allows Gui Text effects.\n\n"
|
|
|
|
"@ingroup GuiGame\n"
|
|
);
|
|
|
|
afxGuiTextHud::afxGuiTextHud()
|
|
{
|
|
mFillColor.set( 0.25f, 0.25f, 0.25f, 0.25f );
|
|
mFrameColor.set( 0, 0, 0, 1 );
|
|
mTextColor.set( 0, 1, 0, 1 );
|
|
mShowFill = false;
|
|
mShowFrame = true;
|
|
mVerticalOffset = 0.5f;
|
|
mDistanceFade = 0.1f;
|
|
mLabelAllShapes = false;
|
|
mEnableControlObjectOcclusion = false;
|
|
}
|
|
|
|
void afxGuiTextHud::initPersistFields()
|
|
{
|
|
addGroup("Colors");
|
|
addField( "fillColor", TypeColorF, Offset( mFillColor, afxGuiTextHud ),
|
|
"...");
|
|
addField( "frameColor", TypeColorF, Offset( mFrameColor, afxGuiTextHud ),
|
|
"...");
|
|
addField( "textColor", TypeColorF, Offset( mTextColor, afxGuiTextHud ),
|
|
"...");
|
|
endGroup("Colors");
|
|
|
|
addGroup("Misc");
|
|
addField( "showFill", TypeBool, Offset( mShowFill, afxGuiTextHud ),
|
|
"...");
|
|
addField( "showFrame", TypeBool, Offset( mShowFrame, afxGuiTextHud ),
|
|
"...");
|
|
addField( "verticalOffset", TypeF32, Offset( mVerticalOffset, afxGuiTextHud ),
|
|
"...");
|
|
addField( "distanceFade", TypeF32, Offset( mDistanceFade, afxGuiTextHud ),
|
|
"...");
|
|
addField( "labelAllShapes", TypeBool, Offset( mLabelAllShapes, afxGuiTextHud ),
|
|
"...");
|
|
addField( "enableControlObjectOcclusion", TypeBool, Offset( mEnableControlObjectOcclusion, afxGuiTextHud ),
|
|
"...");
|
|
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 afxGuiTextHud::onRender( Point2I, const RectI &updateRect)
|
|
{
|
|
// Background fill first
|
|
if (mShowFill)
|
|
GFX->getDrawUtil()->drawRectFill(updateRect, mFillColor.toColorI());
|
|
|
|
// 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 camFovCos;
|
|
conn->getControlCameraFov(&camFovCos);
|
|
camFovCos = mCos(mDegToRad(camFovCos) / 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 | TerrainLikeObjectType | ShapeBaseObjectType;
|
|
|
|
if (!mEnableControlObjectOcclusion)
|
|
control->disableCollision();
|
|
|
|
if (mLabelAllShapes)
|
|
{
|
|
// This section works just like GuiShapeNameHud and renders labels for
|
|
// all the shapes.
|
|
|
|
// 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)
|
|
{
|
|
///if ((*itr)->getTypeMask() & ShapeBaseObjectType)
|
|
///{
|
|
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 < camFovCos)
|
|
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);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
// This section renders all text added by afxGuiText effects.
|
|
for (S32 i = 0; i < text_items.size(); i++)
|
|
{
|
|
HudTextSpec* spec = &text_items[i];
|
|
if (spec->text && spec->text[0] != '\0')
|
|
{
|
|
VectorF shapeDir = spec->pos - camPos;
|
|
|
|
// do range test
|
|
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 < camFovCos)
|
|
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;
|
|
if (spec->obj)
|
|
spec->obj->disableCollision();
|
|
bool los = !gClientContainer.castRay(camPos, spec->pos, losMask, &info);
|
|
if (spec->obj)
|
|
spec->obj->enableCollision();
|
|
if (!los)
|
|
continue;
|
|
|
|
// Project the shape pos into screen space.
|
|
Point3F projPnt;
|
|
if (!parent->project(spec->pos, &projPnt))
|
|
continue;
|
|
|
|
// Calculate the distance opacity used to fade text into the distance.
|
|
F32 opacity = (shapeDist < fadeDistance)? 1.0 : 1.0 - (shapeDist - fadeDistance) / (25.0f);
|
|
if (opacity > 0.01f)
|
|
drawName(Point2I((S32)projPnt.x, (S32)projPnt.y), spec->text, opacity, &spec->text_clr);
|
|
}
|
|
}
|
|
|
|
// Restore control object collision
|
|
if (!mEnableControlObjectOcclusion)
|
|
control->enableCollision();
|
|
|
|
// Border last
|
|
if (mShowFrame)
|
|
GFX->getDrawUtil()->drawRect(updateRect, mFrameColor.toColorI());
|
|
|
|
reset();
|
|
}
|
|
|
|
//----------------------------------------------------------------------------
|
|
/// 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 afxGuiTextHud::drawName(Point2I offset, const char *name, F32 opacity, LinearColorF* color)
|
|
{
|
|
// Center the name
|
|
offset.x -= mProfile->mFont->getStrWidth((const UTF8 *)name) / 2;
|
|
offset.y -= mProfile->mFont->getHeight();
|
|
|
|
// Deal with opacity and draw.
|
|
LinearColorF draw_color = (color) ? *color : mTextColor;
|
|
draw_color.alpha *= opacity;
|
|
GFX->getDrawUtil()->setBitmapModulation(draw_color.toColorI());
|
|
GFX->getDrawUtil()->drawText(mProfile->mFont, offset, name);
|
|
GFX->getDrawUtil()->clearBitmapModulation();
|
|
}
|
|
|
|
void afxGuiTextHud::addTextItem(const Point3F& pos, const char* text, LinearColorF& color, SceneObject* obj)
|
|
{
|
|
if (!text || text[0] == '\0')
|
|
return;
|
|
|
|
HudTextSpec spec;
|
|
spec.pos = pos;
|
|
spec.text = text;
|
|
spec.text_clr = color;
|
|
spec.obj = obj;
|
|
|
|
text_items.push_back(spec);
|
|
}
|
|
|
|
void afxGuiTextHud::reset()
|
|
{
|
|
text_items.clear();
|
|
}
|
|
|
|
//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~~//
|
|
|