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https://github.com/AxioDL/PrimeWorldEditor.git
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Mass refactoring part 1/2: establishing multiple subprojects, moving source files to their new location, adding resources/templates to version control
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259
src/Core/ScriptExtra/CDamageableTriggerExtra.cpp
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259
src/Core/ScriptExtra/CDamageableTriggerExtra.cpp
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#include "CDamageableTriggerExtra.h"
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#include <Core/CDrawUtil.h>
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#include <Core/CRenderer.h>
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CDamageableTriggerExtra::CDamageableTriggerExtra(CScriptObject *pInstance, CSceneManager *pScene, CSceneNode *pParent)
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: CScriptExtra(pInstance, pScene, pParent)
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, mpRenderSideProp(nullptr)
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, mpMat(nullptr)
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{
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for (u32 iTex = 0; iTex < 3; iTex++)
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mpTextures[iTex] = nullptr;
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SetInheritance(true, false, false);
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CreateMaterial();
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CPropertyStruct *pBaseStruct = pInstance->Properties();
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// Fetch render side
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mpRenderSideProp = (CEnumProperty*) pBaseStruct->PropertyByIndex(0x5);
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if (mpRenderSideProp && mpRenderSideProp->Type() != eEnumProperty)
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mpRenderSideProp = nullptr;
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if (mpRenderSideProp) PropertyModified(mpRenderSideProp);
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// Fetch scale
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mpSizeProp = (CVector3Property*) pBaseStruct->PropertyByIndex(0x2);
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if (mpSizeProp && mpSizeProp->Type() != eVector3Property)
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mpSizeProp = nullptr;
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if (mpSizeProp) PropertyModified (mpSizeProp);
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// Fetch textures
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for (u32 iTex = 0; iTex < 3; iTex++)
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{
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mpTextureProps[iTex] = (CFileProperty*) pBaseStruct->PropertyByIndex(0x6 + iTex);
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if (mpTextureProps[iTex])
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{
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if (mpTextureProps[iTex]->Type() == eFileProperty)
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PropertyModified(mpTextureProps[iTex]);
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else
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mpTextureProps[iTex] = nullptr;
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}
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else
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mpTextures[iTex] = nullptr;
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}
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}
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CDamageableTriggerExtra::~CDamageableTriggerExtra()
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{
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delete mpMat;
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}
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void CDamageableTriggerExtra::CreateMaterial()
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{
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if (mpMat) delete mpMat;
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mpMat = new CMaterial(mGame, ePosition | eNormal | eTex0);
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// Most values/TEV setup were found from the executable + from graphics debuggers
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// Animation parameters are estimates from eyeballing the values ingame
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mpMat->SetBlendMode(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
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mpMat->SetLightingEnabled(true);
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mpMat->SetOptions(CMaterial::eTransparent);
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mpMat->SetKonst(CColor((float) 1.f, 1.f, 1.f, 0.2f), 0);
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mpMat->SetNumPasses(3);
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CMaterialPass *pPassA = mpMat->Pass(0);
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pPassA->SetKColorSel(eKonst0_RGB);
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pPassA->SetTexCoordSource(4);
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pPassA->SetTexture(mpTextures[0]);
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pPassA->SetColorInputs(eZeroRGB, eTextureRGB, eKonstRGB, eZeroRGB);
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pPassA->SetAnimMode(eUVScroll);
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pPassA->SetAnimParam(3, -0.48f);
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CMaterialPass *pPassB = mpMat->Pass(1);
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pPassB->SetTexCoordSource(4);
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pPassB->SetTexture(mpTextures[1]);
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pPassB->SetColorInputs(eZeroRGB, eTextureRGB, ePrevRGB, eZeroRGB);
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pPassB->SetAnimMode(eUVScroll);
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pPassB->SetAnimParam(2, 0.25f);
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pPassB->SetAnimParam(3, -0.3f);
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CMaterialPass *pPassC = mpMat->Pass(2);
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pPassC->SetTexCoordSource(4);
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pPassC->SetTexture(mpTextures[2]);
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pPassC->SetRasSel(eRasColor0A0);
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pPassC->SetKAlphaSel(eKonst0_A);
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pPassC->SetColorInputs(eZeroRGB, eTextureRGB, eOneRGB, ePrevRGB);
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pPassC->SetAlphaInputs(eZeroAlpha, eZeroAlpha, eZeroAlpha, eKonstAlpha);
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pPassC->SetAnimMode(eUVScroll);
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pPassC->SetAnimParam(3, -0.16f);
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}
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void CDamageableTriggerExtra::UpdatePlaneTransform()
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{
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CVector3f Extent = mPlaneSize / 2.f;
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switch (mRenderSide)
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{
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case eNorth:
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case eSouth:
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{
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float Scalar = (mRenderSide == eNorth ? 1.f : -1.f);
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mPosition = CVector3f(0.f, Extent.y * Scalar, 0.f);
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mRotation = CQuaternion::FromEuler(CVector3f(90.f * Scalar, 0.f, 0.f));
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mScale = CVector3f(Extent.x, Extent.z, 0.f);
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mCoordScale = mPlaneSize.xz();
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break;
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}
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case eWest:
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case eEast:
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{
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float Scalar = (mRenderSide == eWest ? 1.f : -1.f);
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mPosition = CVector3f(-Extent.x * Scalar, 0.f, 0.f);
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mRotation = CQuaternion::FromEuler(CVector3f(0.f, 90.f * Scalar, 0.f));
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mScale = CVector3f(Extent.z, Extent.y, 0.f);
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mCoordScale = -mPlaneSize.yz();
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break;
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}
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case eUp:
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case eDown:
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{
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float Scalar = (mRenderSide == eUp ? 1.f : -1.f);
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float RotAngle = (mRenderSide == eUp ? 180.f : 0.f);
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mPosition = CVector3f(0.f, 0.f, Extent.z * Scalar);
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mRotation = CQuaternion::FromEuler(CVector3f(0.f, RotAngle, 0.f));
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mScale = CVector3f(Extent.x, Extent.y, 0.f);
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mCoordScale = -mPlaneSize.xy();
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break;
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}
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}
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if (mRenderSide == eNoRender)
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mLocalAABox = CAABox::skZero;
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else
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mLocalAABox = CAABox(CVector3f(-1.f, -1.f, 0.f), CVector3f(1.f, 1.f, 0.f));
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MarkTransformChanged();
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}
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void CDamageableTriggerExtra::PropertyModified(CPropertyBase *pProperty)
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{
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if (pProperty == mpRenderSideProp)
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{
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mRenderSide = (ERenderSide) mpRenderSideProp->Get();
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UpdatePlaneTransform();
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}
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else if (pProperty == mpSizeProp)
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{
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mPlaneSize = mpSizeProp->Get();
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UpdatePlaneTransform();
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}
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else
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{
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for (u32 iTex = 0; iTex < 3; iTex++)
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{
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if (pProperty == mpTextureProps[iTex])
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{
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mpTextures[iTex] = mpTextureProps[iTex]->Get();
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if (mpTextures[iTex] && mpTextures[iTex]->Type() != eTexture)
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mpTextures[iTex] = nullptr;
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mpMat->Pass(iTex)->SetTexture(mpTextures[iTex]);
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break;
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}
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}
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}
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}
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bool CDamageableTriggerExtra::ShouldDrawNormalAssets()
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{
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return (mRenderSide == eNoRender);
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}
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void CDamageableTriggerExtra::AddToRenderer(CRenderer *pRenderer, const SViewInfo& ViewInfo)
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{
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if (ViewInfo.GameMode && !mpInstance->IsActive())
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return;
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if (mRenderSide != eNoRender)
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{
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if (ViewInfo.ViewFrustum.BoxInFrustum(AABox()))
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pRenderer->AddTransparentMesh(this, -1, AABox(), eDrawMesh);
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if (mpParent->IsSelected() && !ViewInfo.GameMode)
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pRenderer->AddOpaqueMesh(this, -1, AABox(), eDrawSelection);
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}
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}
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void CDamageableTriggerExtra::Draw(ERenderOptions Options, int /*ComponentIndex*/, const SViewInfo& ViewInfo)
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{
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LoadModelMatrix();
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CGraphics::sPixelBlock.TintColor = mpParent->TintColor(ViewInfo).ToVector4f();
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mpMat->SetCurrent(Options);
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// Note: The plane the game renders this onto is 5x4.5, which is why we divide the tex coords by this value
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CVector2f TexUL(0.f, mCoordScale.y / 4.5f);
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CVector2f TexUR(mCoordScale.x / 5.f, mCoordScale.y / 4.5f);
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CVector2f TexBR(mCoordScale.x / 5.f, 0.f);
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CVector2f TexBL(0.f, 0.f);
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CDrawUtil::DrawSquare(TexUL, TexUR, TexBR, TexBL);
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}
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void CDamageableTriggerExtra::DrawSelection()
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{
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glPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
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glBlendFunc(GL_ONE, GL_ZERO);
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LoadModelMatrix();
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CDrawUtil::UseColorShader(WireframeColor());
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CDrawUtil::DrawSquare();
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glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
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}
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void CDamageableTriggerExtra::RayAABoxIntersectTest(CRayCollisionTester& Tester, const SViewInfo& ViewInfo)
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{
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if (mRenderSide == eNoRender) return;
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if (ViewInfo.GameMode && !mpInstance->IsActive()) return;
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const CRay& Ray = Tester.Ray();
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if (ViewInfo.pRenderer->RenderOptions() & eEnableBackfaceCull)
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{
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// We're guaranteed to be axis-aligned, so we can take advantage of that
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// to perform a very simple backface check.
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switch (mRenderSide)
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{
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case eNorth: if (Ray.Origin().y > AbsolutePosition().y) return; break;
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case eSouth: if (Ray.Origin().y < AbsolutePosition().y) return; break;
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case eWest: if (Ray.Origin().x < AbsolutePosition().x) return; break;
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case eEast: if (Ray.Origin().x > AbsolutePosition().x) return; break;
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case eUp: if (Ray.Origin().z > AbsolutePosition().z) return; break;
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case eDown: if (Ray.Origin().z < AbsolutePosition().z) return; break;
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}
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}
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std::pair<bool,float> Result = AABox().IntersectsRay(Ray);
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if (Result.first)
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Tester.AddNode(this, -1, Result.second);
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}
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SRayIntersection CDamageableTriggerExtra::RayNodeIntersectTest(const CRay& Ray, u32 /*ComponentIndex*/, const SViewInfo& /*ViewInfo*/)
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{
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// The bounding box and all other tests already passed in RayAABoxIntersectTest, so we
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// already know that we have a positive. We just need the distance again.
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std::pair<bool,float> Result = AABox().IntersectsRay(Ray);
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return SRayIntersection(true, Result.second, mpParent, -1);
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}
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