Torque3D/Engine/source/navigation/coverPoint.cpp

346 lines
9.9 KiB
C++

//-----------------------------------------------------------------------------
// Copyright (c) 2014 Daniel Buckmaster
//
// 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 "coverPoint.h"
#include "math/mathIO.h"
#include "scene/sceneRenderState.h"
#include "core/stream/bitStream.h"
#include "materials/sceneData.h"
#include "gfx/gfxDebugEvent.h"
#include "gfx/gfxTransformSaver.h"
#include "gfx/gfxDrawUtil.h"
#include "renderInstance/renderPassManager.h"
#include "console/engineAPI.h"
extern bool gEditingMission;
IMPLEMENT_CO_NETOBJECT_V1(CoverPoint);
ConsoleDocClass(CoverPoint,
"@brief A type of marker that designates a location AI characters can take cover.\n\n"
);
ImplementEnumType(CoverPointSize,
"The size of a cover point.\n")
{ CoverPoint::Prone, "Prone", "Only provides cover when prone.\n" },
{ CoverPoint::Crouch, "Crouch", "Only provides cover when crouching.\n" },
{ CoverPoint::Stand, "Stand", "Provides cover when standing.\n" },
EndImplementEnumType;
//-----------------------------------------------------------------------------
// Object setup and teardown
//-----------------------------------------------------------------------------
CoverPoint::CoverPoint()
{
mNetFlags.clear(Ghostable);
mTypeMask |= MarkerObjectType;
mSize = Stand;
mQuality = 1.0f;
mOccupied = false;
mPeekLeft = false;
mPeekRight = false;
mPeekOver = false;
}
CoverPoint::~CoverPoint()
{
}
//-----------------------------------------------------------------------------
// Object Editing
//-----------------------------------------------------------------------------
void CoverPoint::initPersistFields()
{
docsURL;
addGroup("CoverPoint");
addField("size", TYPEID<CoverPointSize>(), Offset(mSize, CoverPoint),
"The size of this cover point.");
addField("quality", TypeF32, Offset(mQuality, CoverPoint),
"Reliability of this point as solid cover. (0...1)");
addField("peekLeft", TypeBool, Offset(mPeekLeft, CoverPoint),
"Can characters look left around this cover point?");
addField("peekRight", TypeBool, Offset(mPeekRight, CoverPoint),
"Can characters look right around this cover point?");
addField("peekOver", TypeBool, Offset(mPeekOver, CoverPoint),
"Can characters look over the top of this cover point?");
endGroup("CoverPoint");
Parent::initPersistFields();
}
bool CoverPoint::onAdd()
{
if(!Parent::onAdd())
return false;
// Set up a 1x1x1 bounding box
mObjBox.set(Point3F(-0.5f, -0.5f, -0.5f),
Point3F( 0.5f, 0.5f, 0.5f));
resetWorldBox();
if(gEditingMission)
onEditorEnable();
addToScene();
return true;
}
void CoverPoint::onRemove()
{
if(gEditingMission)
onEditorDisable();
removeFromScene();
Parent::onRemove();
for(U32 i = 0; i < NumSizes; i++)
smVertexBuffer[i] = NULL;
}
void CoverPoint::setTransform(const MatrixF & mat)
{
Parent::setTransform(mat);
setMaskBits(TransformMask);
}
void CoverPoint::onEditorEnable()
{
mNetFlags.set(Ghostable);
}
void CoverPoint::onEditorDisable()
{
mNetFlags.clear(Ghostable);
}
void CoverPoint::inspectPostApply()
{
setMaskBits(TransformMask);
}
U32 CoverPoint::packUpdate(NetConnection *conn, U32 mask, BitStream *stream)
{
U32 retMask = Parent::packUpdate(conn, mask, stream);
stream->writeInt(mSize, 4);
stream->writeFlag(mOccupied);
stream->writeFlag(peekLeft());
stream->writeFlag(peekRight());
stream->writeFlag(peekOver());
// Write our transform information
if(stream->writeFlag(mask & TransformMask))
{
mathWrite(*stream, getTransform());
mathWrite(*stream, getScale());
}
return retMask;
}
void CoverPoint::unpackUpdate(NetConnection *conn, BitStream *stream)
{
Parent::unpackUpdate(conn, stream);
mSize = (Size)stream->readInt(4);
setOccupied(stream->readFlag());
mPeekLeft = stream->readFlag();
mPeekRight = stream->readFlag();
mPeekOver = stream->readFlag();
if(stream->readFlag()) // TransformMask
{
mathRead(*stream, &mObjToWorld);
mathRead(*stream, &mObjScale);
setTransform(mObjToWorld);
}
}
//-----------------------------------------------------------------------------
// Functionality
//-----------------------------------------------------------------------------
Point3F CoverPoint::getNormal() const
{
return getTransform().getForwardVector();
}
DefineEngineMethod(CoverPoint, isOccupied, bool, (),,
"@brief Returns true if someone is already using this cover point.")
{
return object->isOccupied();
}
//-----------------------------------------------------------------------------
// Object Rendering
//-----------------------------------------------------------------------------
GFXStateBlockRef CoverPoint::smNormalSB;
GFXVertexBufferHandle<CoverPoint::VertexType> CoverPoint::smVertexBuffer[CoverPoint::NumSizes];
void CoverPoint::initGFXResources()
{
if(smVertexBuffer[0] != NULL)
return;
static const Point3F planePoints[4] =
{
Point3F(-1.0f, 0.0f, 0.0f), Point3F(-1.0f, 0.0f, 2.0f),
Point3F( 1.0f, 0.0f, 0.0f), Point3F( 1.0f, 0.0f, 2.0f),
};
static const U32 planeFaces[6] =
{
0, 1, 2,
1, 2, 3
};
static const Point3F scales[NumSizes] =
{
Point3F(1.0f, 1.0f, 0.5f), // Prone
Point3F(1.0f, 1.0f, 1.0f), // Crouch
Point3F(1.0f, 1.0f, 2.0f) // Stand
};
static const ColorI colours[NumSizes] =
{
ColorI(180, 0, 0, 128), // Prone
ColorI(250, 200, 90, 128), // Crouch
ColorI( 80, 190, 20, 128) // Stand
};
for(U32 i = 0; i < NumSizes; i++)
{
// Fill the vertex buffer
VertexType *pVert = NULL;
smVertexBuffer[i].set(GFX, 6, GFXBufferTypeStatic);
pVert = smVertexBuffer[i].lock();
for(U32 j = 0; j < 6; j++)
{
pVert[j].point = planePoints[planeFaces[j]] * scales[i] * 0.5f;
pVert[j].normal = Point3F(0.0f, -1.0f, 0.0f);
pVert[j].color = colours[i];
}
smVertexBuffer[i].unlock();
}
// Set up our StateBlock
GFXStateBlockDesc desc;
desc.cullDefined = true;
desc.cullMode = GFXCullNone;
desc.setBlend(true);
smNormalSB = GFX->createStateBlock(desc);
}
void CoverPoint::prepRenderImage(SceneRenderState *state)
{
// Allocate an ObjectRenderInst so that we can submit it to the RenderPassManager
ObjectRenderInst *ri = state->getRenderPass()->allocInst<ObjectRenderInst>();
// Now bind our rendering function so that it will get called
ri->renderDelegate.bind(this, &CoverPoint::render);
// Set our RenderInst as a standard object render
ri->type = RenderPassManager::RIT_Editor;
// Set our sorting keys to a default value
ri->defaultKey = 0;
ri->defaultKey2 = 0;
// Submit our RenderInst to the RenderPassManager
state->getRenderPass()->addInst(ri);
}
void CoverPoint::render(ObjectRenderInst *ri, SceneRenderState *state, BaseMatInstance *overrideMat)
{
initGFXResources();
if(overrideMat)
return;
if(smVertexBuffer[mSize].isNull())
return;
PROFILE_SCOPE(CoverPoint_Render);
// Set up a GFX debug event (this helps with debugging rendering events in external tools)
GFXDEBUGEVENT_SCOPE(CoverPoint_Render, ColorI::RED);
// GFXTransformSaver is a handy helper class that restores
// the current GFX matrices to their original values when
// it goes out of scope at the end of the function
GFXTransformSaver saver;
// Calculate our object to world transform matrix
MatrixF objectToWorld = getRenderTransform();
objectToWorld.scale(getScale());
// Apply our object transform
GFX->multWorld(objectToWorld);
// Set the state block
GFX->setStateBlock(smNormalSB);
// Set up the "generic" shaders
// These handle rendering on GFX layers that don't support
// fixed function. Otherwise they disable shaders.
GFX->setupGenericShaders(GFXDevice::GSModColorTexture);
// Set the vertex buffer
GFX->setVertexBuffer(smVertexBuffer[mSize]);
// Draw our triangles
GFX->drawPrimitive(GFXTriangleList, 0, 2);
// Data for decorations.
GFXStateBlockDesc desc;
F32 height = (float)(mSize + 1) / (F32)NumSizes * 2.0f;
// Draw an X if we're occupied.
if(isOccupied())
{
GFX->getDrawUtil()->drawArrow(desc, Point3F(-0.5, 0, 0), Point3F(0.5, 0, height), ColorI::RED);
GFX->getDrawUtil()->drawArrow(desc, Point3F(0.5, 0, 0), Point3F(-0.5, 0, height), ColorI::RED);
}
// Draw arrows to represent peek directions.
if(peekLeft())
GFX->getDrawUtil()->drawArrow(desc, Point3F(0, 0, height * 0.5), Point3F(-0.5, 0, height * 0.5), ColorI::GREEN);
if(peekRight())
GFX->getDrawUtil()->drawArrow(desc, Point3F(0, 0, height * 0.5), Point3F(0.5, 0, height * 0.5), ColorI::GREEN);
if(peekOver())
GFX->getDrawUtil()->drawArrow(desc, Point3F(0, 0, height * 0.5), Point3F(0, 0, height), ColorI::GREEN);
}