Added Script Extras system with classes for three objects (Waypoint, PointOfInterest, SpacePirate)
This commit is contained in:
parent
07e689071a
commit
c549cdcf42
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@ -152,7 +152,11 @@ SOURCES += \
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UI/WAnimParamsEditor.cpp \
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Resource/CCollisionMeshGroup.cpp \
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Core/CFrustumPlanes.cpp \
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Core/CLightParameters.cpp
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Core/CLightParameters.cpp \
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Scene/script/CPointOfInterestExtra.cpp \
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Scene/script/CScriptExtra.cpp \
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Scene/script/CSpacePirateExtra.cpp \
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Scene/script/CWaypointExtra.cpp
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HEADERS += \
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Common/AnimUtil.h \
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@ -320,7 +324,11 @@ HEADERS += \
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Resource/CCollisionMeshGroup.h \
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Core/CFrustumPlanes.h \
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Core/CLightParameters.h \
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Core/SViewInfo.h
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Core/SViewInfo.h \
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Scene/script/CScriptExtra.h \
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Scene/script/CPointOfInterestExtra.h \
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Scene/script/CSpacePirateExtra.h \
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Scene/script/CWaypointExtra.h
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FORMS += \
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UI/CStartWindow.ui \
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@ -25,6 +25,11 @@ CMasterTemplate* CScriptTemplate::MasterTemplate()
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return mpMaster;
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}
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EGame CScriptTemplate::Game()
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{
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return mpMaster->GetGame();
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}
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TString CScriptTemplate::TemplateName(s32 propCount) const
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{
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// Return original name if there is only one property set
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@ -93,6 +93,7 @@ public:
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~CScriptTemplate();
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CMasterTemplate* MasterTemplate();
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EGame Game();
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TString TemplateName(s32 propCount = -1) const;
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TString PropertySetNameByCount(s32 propCount) const;
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TString PropertySetNameByIndex(u32 index) const;
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@ -15,9 +15,6 @@ public:
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return eRootNode;
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}
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inline void AddToRenderer(CRenderer *, const SViewInfo&) {}
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inline void Draw(ERenderOptions, const SViewInfo&) {}
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inline void DrawAsset(ERenderOptions, u32, const SViewInfo&) {}
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inline void RayAABoxIntersectTest(CRayCollisionTester &) {}
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inline SRayIntersection RayNodeIntersectTest(const CRay &, u32, const SViewInfo&) {
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@ -71,6 +71,11 @@ bool CSceneNode::IsVisible() const
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return mVisible;
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}
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CColor CSceneNode::TintColor(const SViewInfo& ViewInfo) const
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{
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return (IsSelected() && !ViewInfo.GameMode ? skSelectionTint : CColor::skWhite);
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}
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CColor CSceneNode::WireframeColor() const
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{
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return CColor::skWhite;
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@ -307,12 +312,6 @@ CSceneManager* CSceneNode::Scene()
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return mpScene;
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}
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CColor CSceneNode::TintColor(const SViewInfo& ViewInfo) const
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{
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// convenience; this is/will be a fairly common operation
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return (IsSelected() && !ViewInfo.GameMode ? skSelectionTint : CColor::skWhite);
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}
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CVector3f CSceneNode::LocalPosition() const
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{
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return mPosition;
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@ -54,10 +54,12 @@ public:
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virtual ~CSceneNode();
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virtual ENodeType NodeType() = 0;
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virtual TString PrefixedName() const;
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virtual void AddToRenderer(CRenderer* /*pRenderer*/, const SViewInfo& /*ViewInfo*/) {}
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virtual void DrawSelection();
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virtual void RayAABoxIntersectTest(CRayCollisionTester& Tester);
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virtual SRayIntersection RayNodeIntersectTest(const CRay& Ray, u32 AssetID, const SViewInfo& ViewInfo) = 0;
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virtual bool IsVisible() const;
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virtual CColor TintColor(const SViewInfo& ViewInfo) const;
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virtual CColor WireframeColor() const;
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void Unparent();
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@ -82,7 +84,6 @@ public:
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TString Name() const;
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CSceneNode* Parent() const;
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CSceneManager* Scene();
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CColor TintColor(const SViewInfo& ViewInfo) const;
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CVector3f LocalPosition() const;
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CVector3f AbsolutePosition() const;
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CQuaternion LocalRotation() const;
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@ -1,5 +1,6 @@
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#include "CScriptNode.h"
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#include <gtx/quaternion.hpp>
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#include "script/CScriptExtra.h"
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#include <Common/AnimUtil.h>
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#include <Common/Math.h>
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#include <Core/CDrawUtil.h>
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@ -89,6 +90,8 @@ CScriptNode::CScriptNode(CSceneManager *pScene, CSceneNode *pParent, CScriptObje
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mLocalAABox = mpActiveModel->AABox();
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else
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mLocalAABox = CAABox::skOne;
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mpExtra = CScriptExtra::CreateExtra(this);
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}
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ENodeType CScriptNode::NodeType()
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@ -105,6 +108,9 @@ void CScriptNode::AddToRenderer(CRenderer *pRenderer, const SViewInfo& ViewInfo)
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{
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if (!mpInstance) return;
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// Add script extra to renderer first
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if (mpExtra) mpExtra->AddToRenderer(pRenderer, ViewInfo);
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// If we're in game mode, then override other visibility settings.
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if (ViewInfo.GameMode)
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{
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@ -112,6 +118,11 @@ void CScriptNode::AddToRenderer(CRenderer *pRenderer, const SViewInfo& ViewInfo)
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return;
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}
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// Check whether the script extra wants us to render before we render.
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bool ShouldDraw = (!mpExtra || mpExtra->ShouldDrawNormalAssets());
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if (ShouldDraw)
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{
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// Otherwise, we proceed as normal
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ERenderOptions options = pRenderer->RenderOptions();
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@ -152,14 +163,16 @@ void CScriptNode::AddToRenderer(CRenderer *pRenderer, const SViewInfo& ViewInfo)
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}
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}
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}
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if (IsSelected() && !ViewInfo.GameMode)
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{
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// Script nodes always draw their selections regardless of frustum planes
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// in order to ensure that script connection lines don't get improperly culled.
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if (ShouldDraw)
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pRenderer->AddOpaqueMesh(this, 0, AABox(), eDrawSelection);
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if (mHasVolumePreview)
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if (mHasVolumePreview && (!mpExtra || mpExtra->ShouldDrawVolume()))
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mpVolumePreviewNode->AddToRenderer(pRenderer, ViewInfo);
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}
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}
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@ -173,6 +186,10 @@ void CScriptNode::Draw(ERenderOptions Options, const SViewInfo& ViewInfo)
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{
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LoadModelMatrix();
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LoadLights(ViewInfo);
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if (mpExtra) CGraphics::sPixelBlock.TevColor = mpExtra->TevColor().ToVector4f();
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else CGraphics::sPixelBlock.TevColor = CColor::skWhite.ToVector4f();
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CGraphics::sPixelBlock.TintColor = TintColor(ViewInfo).ToVector4f();
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mpActiveModel->Draw(Options, 0);
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}
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@ -208,10 +225,14 @@ void CScriptNode::DrawAsset(ERenderOptions Options, u32 Asset, const SViewInfo&
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else
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CGraphics::sVertexBlock.COLOR0_Amb = CGraphics::skDefaultAmbientColor.ToVector4f();
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CGraphics::sPixelBlock.TintColor = TintColor(ViewInfo).ToVector4f();
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LoadModelMatrix();
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LoadLights(ViewInfo);
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if (mpExtra) CGraphics::sPixelBlock.TevColor = mpExtra->TevColor().ToVector4f();
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else CGraphics::sPixelBlock.TevColor = CColor::skWhite.ToVector4f();
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CGraphics::sPixelBlock.TintColor = TintColor(ViewInfo).ToVector4f();
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mpActiveModel->DrawSurface(Options, Asset, 0);
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}
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@ -234,9 +255,10 @@ void CScriptNode::DrawSelection()
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for (u32 iIn = 0; iIn < mpInstance->NumInLinks(); iIn++)
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{
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// Don't draw in links if the other object is selected.
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const SLink& con = mpInstance->InLink(iIn);
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CScriptNode *pLinkNode = mpScene->ScriptNodeByID(con.ObjectID);
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if (pLinkNode) CDrawUtil::DrawLine(CenterPoint(), pLinkNode->CenterPoint(), CColor::skTransparentRed);
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if (pLinkNode && !pLinkNode->IsSelected()) CDrawUtil::DrawLine(CenterPoint(), pLinkNode->CenterPoint(), CColor::skTransparentRed);
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}
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for (u32 iOut = 0; iOut < mpInstance->NumOutLinks(); iOut++)
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@ -253,6 +275,16 @@ void CScriptNode::RayAABoxIntersectTest(CRayCollisionTester &Tester)
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if (!mpInstance)
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return;
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// Let script extra do ray check first
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if (mpExtra)
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{
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mpExtra->RayAABoxIntersectTest(Tester);
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// If the extra doesn't want us rendering, then don't do the ray test either
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if (!mpExtra->ShouldDrawNormalAssets()) return;
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}
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// Otherwise, proceed with the ray test as normal...
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const CRay& Ray = Tester.Ray();
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if (mpActiveModel || !mpBillboard)
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@ -390,6 +422,13 @@ bool CScriptNode::IsVisible() const
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return (mVisible && mpInstance->Layer()->IsVisible() && mpInstance->Template()->IsVisible());
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}
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CColor CScriptNode::TintColor(const SViewInfo &ViewInfo) const
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{
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CColor BaseColor = CSceneNode::TintColor(ViewInfo);
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if (mpExtra) mpExtra->ModifyTintColor(BaseColor);
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return BaseColor;
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}
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CColor CScriptNode::WireframeColor() const
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{
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return CColor((u8) 12, 135, 194, 255);
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@ -10,6 +10,8 @@
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class CScriptNode : public CSceneNode
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{
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CScriptObject *mpInstance;
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class CScriptExtra *mpExtra;
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CModel *mpActiveModel;
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CTexture *mpBillboard;
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CToken mModelToken;
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@ -33,6 +35,7 @@ public:
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void RayAABoxIntersectTest(CRayCollisionTester &Tester);
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SRayIntersection RayNodeIntersectTest(const CRay &Ray, u32 AssetID, const SViewInfo& ViewInfo);
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bool IsVisible() const;
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CColor TintColor(const SViewInfo &ViewInfo) const;
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CColor WireframeColor() const;
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CScriptObject* Object();
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@ -8,6 +8,7 @@ enum ENodeType
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eStaticNode,
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eCollisionNode,
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eScriptNode,
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eScriptExtraNode,
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eLightNode
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};
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@ -0,0 +1,66 @@
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#include "CPointOfInterestExtra.h"
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const CColor CPointOfInterestExtra::skRegularColor((u32) 0xFF7000FF);
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const CColor CPointOfInterestExtra::skImportantColor((u32) 0xFF0000FF);
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CPointOfInterestExtra::CPointOfInterestExtra(CScriptObject *pInstance, CSceneManager *pScene, CSceneNode *pParent)
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: CScriptExtra(pInstance, pScene, pParent)
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, mpScanProperty(nullptr)
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, mpScanData(nullptr)
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{
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// Fetch scan data property
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CPropertyStruct *pBaseProp = pInstance->Properties();
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switch (mGame)
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{
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case ePrimeDemo:
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case ePrime:
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mpScanProperty = (CFileProperty*) pBaseProp->PropertyByIDString("0x04:0x00");
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break;
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case eEchoesDemo:
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case eEchoes:
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case eCorruptionProto:
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case eCorruption:
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mpScanProperty = (CFileProperty*) pBaseProp->PropertyByIDString("0xBDBEC295:0xB94E9BE7");
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break;
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default:
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mpScanProperty = nullptr;
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break;
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}
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if (mpScanProperty)
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{
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if (mpScanProperty->Type() == eFileProperty)
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PropertyModified(mpScanProperty);
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else
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mpScanProperty = nullptr;
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}
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}
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void CPointOfInterestExtra::PropertyModified(CPropertyBase* pProperty)
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{
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if (mpScanProperty == pProperty)
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{
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mpScanData = (CScan*) mpScanProperty->Get();
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if (mpScanData && mpScanData->Type() == eScan)
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mScanToken = CToken(mpScanData);
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else
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{
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mpScanData = nullptr;
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mScanToken.Unlock();
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}
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}
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}
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void CPointOfInterestExtra::ModifyTintColor(CColor& Color)
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{
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if (mpScanData)
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{
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if (mpScanData->IsImportant()) Color *= skImportantColor;
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else Color *= skRegularColor;
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}
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}
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@ -0,0 +1,24 @@
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#ifndef CPOINTOFINTERESTEXTRA_H
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#define CPOINTOFINTERESTEXTRA_H
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#include "CScriptExtra.h"
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#include <Common/CColor.h>
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#include <Resource/CScan.h>
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class CPointOfInterestExtra : public CScriptExtra
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{
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// Tint POI billboard orange/red depending on scan importance
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CFileProperty *mpScanProperty;
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CScan *mpScanData;
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CToken mScanToken;
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public:
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explicit CPointOfInterestExtra(CScriptObject *pInstance, CSceneManager *pScene, CSceneNode *pParent = 0);
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void PropertyModified(CPropertyBase* pProperty);
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void ModifyTintColor(CColor& Color);
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static const CColor skRegularColor;
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static const CColor skImportantColor;
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};
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#endif // CPOINTOFINTERESTEXTRA_H
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@ -0,0 +1,39 @@
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#include "CScriptExtra.h"
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#include "CWaypointExtra.h"
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#include "CSpacePirateExtra.h"
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#include "CPointOfInterestExtra.h"
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CScriptExtra* CScriptExtra::CreateExtra(CScriptNode *pNode)
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{
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CScriptExtra *pExtra = nullptr;
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CScriptObject *pObj = pNode->Object();
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if (pObj)
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{
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switch (pObj->ObjectTypeID())
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{
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case 0x02: // Waypoint (MP1)
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case 0x0D: // CameraWaypoint (MP1)
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case 0x2C: // SpiderBallWaypoint (MP1)
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case 0x32: // DebugCameraWaypoint(MP1)
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case 0x41495750: // "AIWP" AIWaypoint (MP2/MP3/DKCR)
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case 0x42414C57: // "BALW" SpiderBallWaypoint (MP2/MP3)
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case 0x43414D57: // "CAMW" CameraWaypoint (MP2)
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case 0x57415950: // "WAYP" Waypoint (MP2/MP3/DKCR)
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pExtra = new CWaypointExtra(pObj, pNode->Scene(), pNode);
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break;
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case 0x24: // SpacePirate (MP1)
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pExtra = new CSpacePirateExtra(pObj, pNode->Scene(), pNode);
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break;
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case 0x42: // PointOfInterest (MP1)
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case 0x504F494E: // "POIN" PointOfInterest (MP2/MP3)
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pExtra = new CPointOfInterestExtra(pObj, pNode->Scene(), pNode);
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break;
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}
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}
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return pExtra;
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}
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@ -0,0 +1,53 @@
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#ifndef CSCRIPTEXTRA_H
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#define CSCRIPTEXTRA_H
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#include "../CSceneNode.h"
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#include "../CScriptNode.h"
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/* CScriptExtra is a class that allows for additional coded behavior on any given
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* script object type. Subclass IScriptExtra, add the new class to CScriptExtra.cpp,
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* and reimplement whatever functions are needed to create the desired behavior. Note
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* that in addition to the functions here you can also reimplement IRenderable functions
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* (to render additional geometry) and CSceneNode functions (primarily for raycast
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* intersections).
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*/
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class CScriptExtra : public CSceneNode
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{
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protected:
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CScriptObject *mpInstance;
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EGame mGame;
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public:
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explicit CScriptExtra(CScriptObject *pInstance, CSceneManager *pScene, CSceneNode *pParent = 0)
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: CSceneNode(pScene, pParent),
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mpInstance(pInstance),
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mGame(pInstance->Template()->Game())
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{
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}
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virtual ~CScriptExtra() {}
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// Default implementations for CSceneNode
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virtual ENodeType NodeType() { return eScriptExtraNode; }
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virtual SRayIntersection RayNodeIntersectTest(const CRay& /*Ray*/, u32 /*AssetID*/, const SViewInfo& /*ViewInfo*/)
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{
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SRayIntersection out;
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out.Hit = false;
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return out;
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}
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// Virtual CScriptExtra functions
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virtual void InstanceTransformed() {}
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virtual void PropertyModified(CPropertyBase* /*pProperty*/) {}
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virtual void LinksModified() {}
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virtual bool ShouldDrawNormalAssets() { return true; }
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virtual bool ShouldDrawVolume() { return true; }
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virtual CColor TevColor() { return CColor::skWhite; }
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virtual void ModifyTintColor(CColor& /*Color*/) {}
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// Create Script Extra
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static CScriptExtra* CreateExtra(CScriptNode *pNode);
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};
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#endif // CSCRIPTEXTRA_H
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@ -0,0 +1,49 @@
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#include "CSpacePirateExtra.h"
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CSpacePirateExtra::CSpacePirateExtra(CScriptObject *pInstance, CSceneManager *pScene, CSceneNode *pParent)
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: CScriptExtra(pInstance, pScene ,pParent)
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, mpPowerVuln(nullptr)
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, mpWaveVuln(nullptr)
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, mpIceVuln(nullptr)
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, mpPlasmaVuln(nullptr)
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{
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CPropertyStruct *pBaseStruct = pInstance->Properties();
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CPropertyStruct *pVulns = (CPropertyStruct*) pBaseStruct->PropertyByIDString("0x04:0x10");
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if (pVulns && pVulns->Type() == eStructProperty)
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{
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mpPowerVuln = (CLongProperty*) pVulns->PropertyByID(0x0);
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if (mpPowerVuln && mpPowerVuln->Type() != eLongProperty && mpPowerVuln->Type() != eEnumProperty)
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mpPowerVuln = nullptr;
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||||
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;
|
||||
}
|
|
@ -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
|
|
@ -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);
|
||||
}
|
|
@ -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
|
Loading…
Reference in New Issue