Added Script Extras system with classes for three objects (Waypoint, PointOfInterest, SpacePirate)

This commit is contained in:
parax0 2015-11-27 11:49:20 -07:00
parent 07e689071a
commit c549cdcf42
17 changed files with 481 additions and 40 deletions

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@ -152,7 +152,11 @@ SOURCES += \
UI/WAnimParamsEditor.cpp \ UI/WAnimParamsEditor.cpp \
Resource/CCollisionMeshGroup.cpp \ Resource/CCollisionMeshGroup.cpp \
Core/CFrustumPlanes.cpp \ Core/CFrustumPlanes.cpp \
Core/CLightParameters.cpp Core/CLightParameters.cpp \
Scene/script/CPointOfInterestExtra.cpp \
Scene/script/CScriptExtra.cpp \
Scene/script/CSpacePirateExtra.cpp \
Scene/script/CWaypointExtra.cpp
HEADERS += \ HEADERS += \
Common/AnimUtil.h \ Common/AnimUtil.h \
@ -320,7 +324,11 @@ HEADERS += \
Resource/CCollisionMeshGroup.h \ Resource/CCollisionMeshGroup.h \
Core/CFrustumPlanes.h \ Core/CFrustumPlanes.h \
Core/CLightParameters.h \ Core/CLightParameters.h \
Core/SViewInfo.h Core/SViewInfo.h \
Scene/script/CScriptExtra.h \
Scene/script/CPointOfInterestExtra.h \
Scene/script/CSpacePirateExtra.h \
Scene/script/CWaypointExtra.h
FORMS += \ FORMS += \
UI/CStartWindow.ui \ UI/CStartWindow.ui \

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@ -25,6 +25,11 @@ CMasterTemplate* CScriptTemplate::MasterTemplate()
return mpMaster; return mpMaster;
} }
EGame CScriptTemplate::Game()
{
return mpMaster->GetGame();
}
TString CScriptTemplate::TemplateName(s32 propCount) const TString CScriptTemplate::TemplateName(s32 propCount) const
{ {
// Return original name if there is only one property set // Return original name if there is only one property set

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@ -93,6 +93,7 @@ public:
~CScriptTemplate(); ~CScriptTemplate();
CMasterTemplate* MasterTemplate(); CMasterTemplate* MasterTemplate();
EGame Game();
TString TemplateName(s32 propCount = -1) const; TString TemplateName(s32 propCount = -1) const;
TString PropertySetNameByCount(s32 propCount) const; TString PropertySetNameByCount(s32 propCount) const;
TString PropertySetNameByIndex(u32 index) const; TString PropertySetNameByIndex(u32 index) const;

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@ -15,9 +15,6 @@ public:
return eRootNode; return eRootNode;
} }
inline void AddToRenderer(CRenderer *, const SViewInfo&) {}
inline void Draw(ERenderOptions, const SViewInfo&) {}
inline void DrawAsset(ERenderOptions, u32, const SViewInfo&) {}
inline void RayAABoxIntersectTest(CRayCollisionTester &) {} inline void RayAABoxIntersectTest(CRayCollisionTester &) {}
inline SRayIntersection RayNodeIntersectTest(const CRay &, u32, const SViewInfo&) { inline SRayIntersection RayNodeIntersectTest(const CRay &, u32, const SViewInfo&) {

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@ -71,6 +71,11 @@ bool CSceneNode::IsVisible() const
return mVisible; return mVisible;
} }
CColor CSceneNode::TintColor(const SViewInfo& ViewInfo) const
{
return (IsSelected() && !ViewInfo.GameMode ? skSelectionTint : CColor::skWhite);
}
CColor CSceneNode::WireframeColor() const CColor CSceneNode::WireframeColor() const
{ {
return CColor::skWhite; return CColor::skWhite;
@ -307,12 +312,6 @@ CSceneManager* CSceneNode::Scene()
return mpScene; return mpScene;
} }
CColor CSceneNode::TintColor(const SViewInfo& ViewInfo) const
{
// convenience; this is/will be a fairly common operation
return (IsSelected() && !ViewInfo.GameMode ? skSelectionTint : CColor::skWhite);
}
CVector3f CSceneNode::LocalPosition() const CVector3f CSceneNode::LocalPosition() const
{ {
return mPosition; return mPosition;

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@ -54,10 +54,12 @@ public:
virtual ~CSceneNode(); virtual ~CSceneNode();
virtual ENodeType NodeType() = 0; virtual ENodeType NodeType() = 0;
virtual TString PrefixedName() const; virtual TString PrefixedName() const;
virtual void AddToRenderer(CRenderer* /*pRenderer*/, const SViewInfo& /*ViewInfo*/) {}
virtual void DrawSelection(); virtual void DrawSelection();
virtual void RayAABoxIntersectTest(CRayCollisionTester& Tester); virtual void RayAABoxIntersectTest(CRayCollisionTester& Tester);
virtual SRayIntersection RayNodeIntersectTest(const CRay& Ray, u32 AssetID, const SViewInfo& ViewInfo) = 0; virtual SRayIntersection RayNodeIntersectTest(const CRay& Ray, u32 AssetID, const SViewInfo& ViewInfo) = 0;
virtual bool IsVisible() const; virtual bool IsVisible() const;
virtual CColor TintColor(const SViewInfo& ViewInfo) const;
virtual CColor WireframeColor() const; virtual CColor WireframeColor() const;
void Unparent(); void Unparent();
@ -82,7 +84,6 @@ public:
TString Name() const; TString Name() const;
CSceneNode* Parent() const; CSceneNode* Parent() const;
CSceneManager* Scene(); CSceneManager* Scene();
CColor TintColor(const SViewInfo& ViewInfo) const;
CVector3f LocalPosition() const; CVector3f LocalPosition() const;
CVector3f AbsolutePosition() const; CVector3f AbsolutePosition() const;
CQuaternion LocalRotation() const; CQuaternion LocalRotation() const;

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@ -1,5 +1,6 @@
#include "CScriptNode.h" #include "CScriptNode.h"
#include <gtx/quaternion.hpp> #include "script/CScriptExtra.h"
#include <Common/AnimUtil.h> #include <Common/AnimUtil.h>
#include <Common/Math.h> #include <Common/Math.h>
#include <Core/CDrawUtil.h> #include <Core/CDrawUtil.h>
@ -89,6 +90,8 @@ CScriptNode::CScriptNode(CSceneManager *pScene, CSceneNode *pParent, CScriptObje
mLocalAABox = mpActiveModel->AABox(); mLocalAABox = mpActiveModel->AABox();
else else
mLocalAABox = CAABox::skOne; mLocalAABox = CAABox::skOne;
mpExtra = CScriptExtra::CreateExtra(this);
} }
ENodeType CScriptNode::NodeType() ENodeType CScriptNode::NodeType()
@ -105,6 +108,9 @@ void CScriptNode::AddToRenderer(CRenderer *pRenderer, const SViewInfo& ViewInfo)
{ {
if (!mpInstance) return; if (!mpInstance) return;
// Add script extra to renderer first
if (mpExtra) mpExtra->AddToRenderer(pRenderer, ViewInfo);
// If we're in game mode, then override other visibility settings. // If we're in game mode, then override other visibility settings.
if (ViewInfo.GameMode) if (ViewInfo.GameMode)
{ {
@ -112,6 +118,11 @@ void CScriptNode::AddToRenderer(CRenderer *pRenderer, const SViewInfo& ViewInfo)
return; return;
} }
// Check whether the script extra wants us to render before we render.
bool ShouldDraw = (!mpExtra || mpExtra->ShouldDrawNormalAssets());
if (ShouldDraw)
{
// Otherwise, we proceed as normal // Otherwise, we proceed as normal
ERenderOptions options = pRenderer->RenderOptions(); ERenderOptions options = pRenderer->RenderOptions();
@ -152,14 +163,16 @@ void CScriptNode::AddToRenderer(CRenderer *pRenderer, const SViewInfo& ViewInfo)
} }
} }
}
if (IsSelected() && !ViewInfo.GameMode) if (IsSelected() && !ViewInfo.GameMode)
{ {
// Script nodes always draw their selections regardless of frustum planes // Script nodes always draw their selections regardless of frustum planes
// in order to ensure that script connection lines don't get improperly culled. // in order to ensure that script connection lines don't get improperly culled.
if (ShouldDraw)
pRenderer->AddOpaqueMesh(this, 0, AABox(), eDrawSelection); pRenderer->AddOpaqueMesh(this, 0, AABox(), eDrawSelection);
if (mHasVolumePreview) if (mHasVolumePreview && (!mpExtra || mpExtra->ShouldDrawVolume()))
mpVolumePreviewNode->AddToRenderer(pRenderer, ViewInfo); mpVolumePreviewNode->AddToRenderer(pRenderer, ViewInfo);
} }
} }
@ -173,6 +186,10 @@ void CScriptNode::Draw(ERenderOptions Options, const SViewInfo& ViewInfo)
{ {
LoadModelMatrix(); LoadModelMatrix();
LoadLights(ViewInfo); LoadLights(ViewInfo);
if (mpExtra) CGraphics::sPixelBlock.TevColor = mpExtra->TevColor().ToVector4f();
else CGraphics::sPixelBlock.TevColor = CColor::skWhite.ToVector4f();
CGraphics::sPixelBlock.TintColor = TintColor(ViewInfo).ToVector4f(); CGraphics::sPixelBlock.TintColor = TintColor(ViewInfo).ToVector4f();
mpActiveModel->Draw(Options, 0); mpActiveModel->Draw(Options, 0);
} }
@ -208,10 +225,14 @@ void CScriptNode::DrawAsset(ERenderOptions Options, u32 Asset, const SViewInfo&
else else
CGraphics::sVertexBlock.COLOR0_Amb = CGraphics::skDefaultAmbientColor.ToVector4f(); CGraphics::sVertexBlock.COLOR0_Amb = CGraphics::skDefaultAmbientColor.ToVector4f();
CGraphics::sPixelBlock.TintColor = TintColor(ViewInfo).ToVector4f();
LoadModelMatrix(); LoadModelMatrix();
LoadLights(ViewInfo); LoadLights(ViewInfo);
if (mpExtra) CGraphics::sPixelBlock.TevColor = mpExtra->TevColor().ToVector4f();
else CGraphics::sPixelBlock.TevColor = CColor::skWhite.ToVector4f();
CGraphics::sPixelBlock.TintColor = TintColor(ViewInfo).ToVector4f();
mpActiveModel->DrawSurface(Options, Asset, 0); mpActiveModel->DrawSurface(Options, Asset, 0);
} }
@ -234,9 +255,10 @@ void CScriptNode::DrawSelection()
for (u32 iIn = 0; iIn < mpInstance->NumInLinks(); iIn++) for (u32 iIn = 0; iIn < mpInstance->NumInLinks(); iIn++)
{ {
// Don't draw in links if the other object is selected.
const SLink& con = mpInstance->InLink(iIn); const SLink& con = mpInstance->InLink(iIn);
CScriptNode *pLinkNode = mpScene->ScriptNodeByID(con.ObjectID); CScriptNode *pLinkNode = mpScene->ScriptNodeByID(con.ObjectID);
if (pLinkNode) CDrawUtil::DrawLine(CenterPoint(), pLinkNode->CenterPoint(), CColor::skTransparentRed); if (pLinkNode && !pLinkNode->IsSelected()) CDrawUtil::DrawLine(CenterPoint(), pLinkNode->CenterPoint(), CColor::skTransparentRed);
} }
for (u32 iOut = 0; iOut < mpInstance->NumOutLinks(); iOut++) for (u32 iOut = 0; iOut < mpInstance->NumOutLinks(); iOut++)
@ -253,6 +275,16 @@ void CScriptNode::RayAABoxIntersectTest(CRayCollisionTester &Tester)
if (!mpInstance) if (!mpInstance)
return; return;
// Let script extra do ray check first
if (mpExtra)
{
mpExtra->RayAABoxIntersectTest(Tester);
// If the extra doesn't want us rendering, then don't do the ray test either
if (!mpExtra->ShouldDrawNormalAssets()) return;
}
// Otherwise, proceed with the ray test as normal...
const CRay& Ray = Tester.Ray(); const CRay& Ray = Tester.Ray();
if (mpActiveModel || !mpBillboard) if (mpActiveModel || !mpBillboard)
@ -390,6 +422,13 @@ bool CScriptNode::IsVisible() const
return (mVisible && mpInstance->Layer()->IsVisible() && mpInstance->Template()->IsVisible()); return (mVisible && mpInstance->Layer()->IsVisible() && mpInstance->Template()->IsVisible());
} }
CColor CScriptNode::TintColor(const SViewInfo &ViewInfo) const
{
CColor BaseColor = CSceneNode::TintColor(ViewInfo);
if (mpExtra) mpExtra->ModifyTintColor(BaseColor);
return BaseColor;
}
CColor CScriptNode::WireframeColor() const CColor CScriptNode::WireframeColor() const
{ {
return CColor((u8) 12, 135, 194, 255); return CColor((u8) 12, 135, 194, 255);

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@ -10,6 +10,8 @@
class CScriptNode : public CSceneNode class CScriptNode : public CSceneNode
{ {
CScriptObject *mpInstance; CScriptObject *mpInstance;
class CScriptExtra *mpExtra;
CModel *mpActiveModel; CModel *mpActiveModel;
CTexture *mpBillboard; CTexture *mpBillboard;
CToken mModelToken; CToken mModelToken;
@ -33,6 +35,7 @@ public:
void RayAABoxIntersectTest(CRayCollisionTester &Tester); void RayAABoxIntersectTest(CRayCollisionTester &Tester);
SRayIntersection RayNodeIntersectTest(const CRay &Ray, u32 AssetID, const SViewInfo& ViewInfo); SRayIntersection RayNodeIntersectTest(const CRay &Ray, u32 AssetID, const SViewInfo& ViewInfo);
bool IsVisible() const; bool IsVisible() const;
CColor TintColor(const SViewInfo &ViewInfo) const;
CColor WireframeColor() const; CColor WireframeColor() const;
CScriptObject* Object(); CScriptObject* Object();

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@ -8,6 +8,7 @@ enum ENodeType
eStaticNode, eStaticNode,
eCollisionNode, eCollisionNode,
eScriptNode, eScriptNode,
eScriptExtraNode,
eLightNode eLightNode
}; };

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@ -0,0 +1,66 @@
#include "CPointOfInterestExtra.h"
const CColor CPointOfInterestExtra::skRegularColor((u32) 0xFF7000FF);
const CColor CPointOfInterestExtra::skImportantColor((u32) 0xFF0000FF);
CPointOfInterestExtra::CPointOfInterestExtra(CScriptObject *pInstance, CSceneManager *pScene, CSceneNode *pParent)
: CScriptExtra(pInstance, pScene, pParent)
, mpScanProperty(nullptr)
, mpScanData(nullptr)
{
// Fetch scan data property
CPropertyStruct *pBaseProp = pInstance->Properties();
switch (mGame)
{
case ePrimeDemo:
case ePrime:
mpScanProperty = (CFileProperty*) pBaseProp->PropertyByIDString("0x04:0x00");
break;
case eEchoesDemo:
case eEchoes:
case eCorruptionProto:
case eCorruption:
mpScanProperty = (CFileProperty*) pBaseProp->PropertyByIDString("0xBDBEC295:0xB94E9BE7");
break;
default:
mpScanProperty = nullptr;
break;
}
if (mpScanProperty)
{
if (mpScanProperty->Type() == eFileProperty)
PropertyModified(mpScanProperty);
else
mpScanProperty = nullptr;
}
}
void CPointOfInterestExtra::PropertyModified(CPropertyBase* pProperty)
{
if (mpScanProperty == pProperty)
{
mpScanData = (CScan*) mpScanProperty->Get();
if (mpScanData && mpScanData->Type() == eScan)
mScanToken = CToken(mpScanData);
else
{
mpScanData = nullptr;
mScanToken.Unlock();
}
}
}
void CPointOfInterestExtra::ModifyTintColor(CColor& Color)
{
if (mpScanData)
{
if (mpScanData->IsImportant()) Color *= skImportantColor;
else Color *= skRegularColor;
}
}

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@ -0,0 +1,24 @@
#ifndef CPOINTOFINTERESTEXTRA_H
#define CPOINTOFINTERESTEXTRA_H
#include "CScriptExtra.h"
#include <Common/CColor.h>
#include <Resource/CScan.h>
class CPointOfInterestExtra : public CScriptExtra
{
// Tint POI billboard orange/red depending on scan importance
CFileProperty *mpScanProperty;
CScan *mpScanData;
CToken mScanToken;
public:
explicit CPointOfInterestExtra(CScriptObject *pInstance, CSceneManager *pScene, CSceneNode *pParent = 0);
void PropertyModified(CPropertyBase* pProperty);
void ModifyTintColor(CColor& Color);
static const CColor skRegularColor;
static const CColor skImportantColor;
};
#endif // CPOINTOFINTERESTEXTRA_H

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@ -0,0 +1,39 @@
#include "CScriptExtra.h"
#include "CWaypointExtra.h"
#include "CSpacePirateExtra.h"
#include "CPointOfInterestExtra.h"
CScriptExtra* CScriptExtra::CreateExtra(CScriptNode *pNode)
{
CScriptExtra *pExtra = nullptr;
CScriptObject *pObj = pNode->Object();
if (pObj)
{
switch (pObj->ObjectTypeID())
{
case 0x02: // Waypoint (MP1)
case 0x0D: // CameraWaypoint (MP1)
case 0x2C: // SpiderBallWaypoint (MP1)
case 0x32: // DebugCameraWaypoint(MP1)
case 0x41495750: // "AIWP" AIWaypoint (MP2/MP3/DKCR)
case 0x42414C57: // "BALW" SpiderBallWaypoint (MP2/MP3)
case 0x43414D57: // "CAMW" CameraWaypoint (MP2)
case 0x57415950: // "WAYP" Waypoint (MP2/MP3/DKCR)
pExtra = new CWaypointExtra(pObj, pNode->Scene(), pNode);
break;
case 0x24: // SpacePirate (MP1)
pExtra = new CSpacePirateExtra(pObj, pNode->Scene(), pNode);
break;
case 0x42: // PointOfInterest (MP1)
case 0x504F494E: // "POIN" PointOfInterest (MP2/MP3)
pExtra = new CPointOfInterestExtra(pObj, pNode->Scene(), pNode);
break;
}
}
return pExtra;
}

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@ -0,0 +1,53 @@
#ifndef CSCRIPTEXTRA_H
#define CSCRIPTEXTRA_H
#include "../CSceneNode.h"
#include "../CScriptNode.h"
/* CScriptExtra is a class that allows for additional coded behavior on any given
* script object type. Subclass IScriptExtra, add the new class to CScriptExtra.cpp,
* and reimplement whatever functions are needed to create the desired behavior. Note
* that in addition to the functions here you can also reimplement IRenderable functions
* (to render additional geometry) and CSceneNode functions (primarily for raycast
* intersections).
*/
class CScriptExtra : public CSceneNode
{
protected:
CScriptObject *mpInstance;
EGame mGame;
public:
explicit CScriptExtra(CScriptObject *pInstance, CSceneManager *pScene, CSceneNode *pParent = 0)
: CSceneNode(pScene, pParent),
mpInstance(pInstance),
mGame(pInstance->Template()->Game())
{
}
virtual ~CScriptExtra() {}
// Default implementations for CSceneNode
virtual ENodeType NodeType() { return eScriptExtraNode; }
virtual SRayIntersection RayNodeIntersectTest(const CRay& /*Ray*/, u32 /*AssetID*/, const SViewInfo& /*ViewInfo*/)
{
SRayIntersection out;
out.Hit = false;
return out;
}
// Virtual CScriptExtra functions
virtual void InstanceTransformed() {}
virtual void PropertyModified(CPropertyBase* /*pProperty*/) {}
virtual void LinksModified() {}
virtual bool ShouldDrawNormalAssets() { return true; }
virtual bool ShouldDrawVolume() { return true; }
virtual CColor TevColor() { return CColor::skWhite; }
virtual void ModifyTintColor(CColor& /*Color*/) {}
// Create Script Extra
static CScriptExtra* CreateExtra(CScriptNode *pNode);
};
#endif // CSCRIPTEXTRA_H

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@ -0,0 +1,49 @@
#include "CSpacePirateExtra.h"
CSpacePirateExtra::CSpacePirateExtra(CScriptObject *pInstance, CSceneManager *pScene, CSceneNode *pParent)
: CScriptExtra(pInstance, pScene ,pParent)
, mpPowerVuln(nullptr)
, mpWaveVuln(nullptr)
, mpIceVuln(nullptr)
, mpPlasmaVuln(nullptr)
{
CPropertyStruct *pBaseStruct = pInstance->Properties();
CPropertyStruct *pVulns = (CPropertyStruct*) pBaseStruct->PropertyByIDString("0x04:0x10");
if (pVulns && pVulns->Type() == eStructProperty)
{
mpPowerVuln = (CLongProperty*) pVulns->PropertyByID(0x0);
if (mpPowerVuln && mpPowerVuln->Type() != eLongProperty && mpPowerVuln->Type() != eEnumProperty)
mpPowerVuln = nullptr;
mpWaveVuln = (CLongProperty*) pVulns->PropertyByID(0x2);
if (mpWaveVuln && mpWaveVuln->Type() != eLongProperty && mpWaveVuln->Type() != eEnumProperty)
mpWaveVuln = nullptr;
mpIceVuln = (CLongProperty*) pVulns->PropertyByID(0x1);
if (mpIceVuln && mpIceVuln->Type() != eLongProperty && mpIceVuln->Type() != eEnumProperty)
mpIceVuln = nullptr;
mpPlasmaVuln = (CLongProperty*) pVulns->PropertyByID(0x3);
if (mpPlasmaVuln && mpPlasmaVuln->Type() != eLongProperty && mpPlasmaVuln->Type() != eEnumProperty)
mpPlasmaVuln = nullptr;
}
}
CColor CSpacePirateExtra::TevColor()
{
// Priority: Plasma -> Ice -> Power -> Wave
if (mpPlasmaVuln && mpPlasmaVuln->Get() == 1)
return CColor::skRed;
if (mpIceVuln && mpIceVuln->Get() == 1)
return CColor::skWhite;
if (mpPowerVuln && mpPowerVuln->Get() == 1)
return CColor::skYellow;
if (mpWaveVuln && mpWaveVuln->Get() == 1)
return CColor::skPurple;
return CColor::skWhite;
}

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@ -0,0 +1,20 @@
#ifndef CSPACEPIRATEEXTRA_H
#define CSPACEPIRATEEXTRA_H
#include "CScriptExtra.h"
#include <Resource/script/CProperty.h>
class CSpacePirateExtra : public CScriptExtra
{
// Render beam troopers with the correct color
CLongProperty *mpPowerVuln;
CLongProperty *mpWaveVuln;
CLongProperty *mpIceVuln;
CLongProperty *mpPlasmaVuln;
public:
explicit CSpacePirateExtra(CScriptObject *pInstance, CSceneManager *pScene, CSceneNode *pParent = 0);
CColor TevColor();
};
#endif // CSPACEPIRATEEXTRA_H

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@ -0,0 +1,106 @@
#include "CWaypointExtra.h"
#include <Core/CDrawUtil.h>
#include <Core/CRenderer.h>
#include <Core/CSceneManager.h>
CWaypointExtra::CWaypointExtra(CScriptObject *pInstance, CSceneManager *pScene, CSceneNode *pParent)
: CScriptExtra(pInstance, pScene, pParent)
, mColor(CColor::skBlack)
, mLinksBuilt(false)
{
// Fetch color from parent node's model
CScriptNode *pScript = static_cast<CScriptNode*>(pParent);
CModel *pModel = pScript->ActiveModel();
if ((pModel->GetMatSetCount() > 0) && (pModel->GetMatCount() > 0))
{
CMaterial *pMat = pModel->GetMaterialByIndex(0, 0);
mColor = pMat->Konst(0);
mColor.a = 0;
}
}
void CWaypointExtra::BuildLinks()
{
mLinks.clear();
for (u32 iLink = 0; iLink < mpInstance->NumOutLinks(); iLink++)
{
const SLink& rkLink = mpInstance->OutLink(iLink);
if (IsPathLink(rkLink))
{
CScriptNode *pNode = mpScene->ScriptNodeByID(rkLink.ObjectID);
SWaypointLink Link;
Link.pWaypoint = pNode;
Link.LineAABB.ExpandBounds(AbsolutePosition());
Link.LineAABB.ExpandBounds(pNode->AbsolutePosition());
mLinks.push_back(Link);
}
}
mLinksBuilt = true;
}
bool CWaypointExtra::IsPathLink(const SLink& rkLink)
{
bool Valid = false;
if (rkLink.State < 0xFF)
{
if (rkLink.State == 0x1 && rkLink.Message == 0x8) Valid = true; // Arrived / Next (MP1)
}
else
{
CFourCC State(rkLink.State);
CFourCC Message(rkLink.Message);
if (State == "ARRV" && Message == "NEXT") Valid = true; // Arrived / Next (MP2)
if (State == "NEXT" && Message == "ATCH") Valid = true; // Next / Attach (MP3/DKCR)
}
if (Valid)
{
CScriptNode *pNode = mpScene->ScriptNodeByID(rkLink.ObjectID);
if (pNode)
return pNode->Object()->ObjectTypeID() == mpInstance->ObjectTypeID();
}
return false;
}
void CWaypointExtra::LinksModified()
{
BuildLinks();
}
void CWaypointExtra::AddToRenderer(CRenderer *pRenderer, const SViewInfo& ViewInfo)
{
// This call is necessary because if we try to build links in the constructor, it'll
// fail because we haven't finished loading the scene yet.
if (!mLinksBuilt) BuildLinks();
if (!ViewInfo.GameMode && mpParent->IsVisible() && !mpParent->IsSelected())
{
for (u32 iLink = 0; iLink < mLinks.size(); iLink++)
{
CScriptNode *pNode = mLinks[iLink].pWaypoint;
if (pNode->IsVisible() && !pNode->IsSelected() && ViewInfo.ViewFrustum.BoxInFrustum(mLinks[iLink].LineAABB))
pRenderer->AddOpaqueMesh(this, iLink, mLinks[iLink].LineAABB, eDrawAsset);
}
}
}
void CWaypointExtra::DrawAsset(ERenderOptions /*Options*/, u32 AssetID, const SViewInfo& /*ViewInfo*/)
{
glBlendFunc(GL_ONE, GL_ZERO);
glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);
glDepthMask(GL_TRUE);
CGraphics::sMVPBlock.ModelMatrix = CMatrix4f::skIdentity;
CGraphics::UpdateMVPBlock();
CDrawUtil::DrawLine(mpParent->AABox().Center(), mLinks[AssetID].pWaypoint->AABox().Center(), mColor);
}

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@ -0,0 +1,30 @@
#ifndef CWAYPOINTEXTRA_H
#define CWAYPOINTEXTRA_H
#include "CScriptExtra.h"
#include <Common/CColor.h>
class CWaypointExtra : public CScriptExtra
{
// Draw waypoint paths formed by script connections
CColor mColor;
bool mLinksBuilt;
struct SWaypointLink
{
CScriptNode *pWaypoint;
CAABox LineAABB;
};
std::vector<SWaypointLink> mLinks;
public:
explicit CWaypointExtra(CScriptObject *pInstance, CSceneManager *pScene, CSceneNode *pParent = 0);
void BuildLinks();
bool IsPathLink(const SLink& rkLink);
void LinksModified();
void AddToRenderer(CRenderer *pRenderer, const SViewInfo& ViewInfo);
void DrawAsset(ERenderOptions Options, u32 AssetID, const SViewInfo& ViewInfo);
};
#endif // CWAYPOINTEXTRA_H