mirror of
https://github.com/AxioDL/PrimeWorldEditor.git
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290 lines
10 KiB
C++
290 lines
10 KiB
C++
#include "CDamageableTriggerExtra.h"
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#include "Core/Render/CDrawUtil.h"
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#include "Core/Render/CRenderer.h"
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#include <Common/Macros.h>
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#include <Common/Math/MathUtil.h>
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CDamageableTriggerExtra::CDamageableTriggerExtra(CScriptObject *pInstance, CScene *pScene, CScriptNode *pParent)
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: CScriptExtra(pInstance, pScene, pParent)
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, mpMat(nullptr)
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{
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for (uint32 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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CStructProperty* pProperties = pInstance->Template()->Properties();
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// Fetch render side
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mRenderSide = TEnumRef<ERenderSide>(pInstance->PropertyData(), pProperties->ChildByIndex(5));
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if (mRenderSide.IsValid()) PropertyModified(mRenderSide.Property());
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// Fetch scale
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mPlaneSize = CVectorRef(pInstance->PropertyData(), pProperties->ChildByIndex(2));
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if (mPlaneSize.IsValid()) PropertyModified(mPlaneSize.Property());
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// Fetch textures
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for (uint32 TextureIdx = 0; TextureIdx < 3; TextureIdx++)
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{
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mTextureAssets[TextureIdx] = CAssetRef(pInstance->PropertyData(), pProperties->ChildByIndex(6 + TextureIdx));
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if (mTextureAssets[TextureIdx].IsValid()) PropertyModified(mTextureAssets[TextureIdx].Property());
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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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ASSERT(!mpMat);
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mpMat = new CMaterial(mGame, EVertexAttribute::Position | EVertexAttribute::Normal | EVertexAttribute::Tex0);
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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(EMaterialOption::Transparent);
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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(kKonst0_RGB);
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pPassA->SetTexCoordSource(4);
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pPassA->SetTexture(mpTextures[0]);
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pPassA->SetColorInputs(kZeroRGB, kTextureRGB, kKonstRGB, kZeroRGB);
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pPassA->SetAnimMode(EUVAnimMode::UVScroll);
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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(kZeroRGB, kTextureRGB, kPrevRGB, kZeroRGB);
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pPassB->SetAnimMode(EUVAnimMode::UVScroll);
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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(kRasColor0A0);
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pPassC->SetKAlphaSel(kKonst0_A);
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pPassC->SetColorInputs(kZeroRGB, kTextureRGB, kOneRGB, kPrevRGB);
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pPassC->SetAlphaInputs(kZeroAlpha, kZeroAlpha, kZeroAlpha, kKonstAlpha);
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pPassC->SetAnimMode(EUVAnimMode::UVScroll);
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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.Get() / 2.f;
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switch (mRenderSide)
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{
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case ERenderSide::North:
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case ERenderSide::South:
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{
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float Scalar = (mRenderSide == ERenderSide::North ? 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.Get().XZ();
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break;
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}
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case ERenderSide::West:
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case ERenderSide::East:
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{
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float Scalar = (mRenderSide == ERenderSide::West ? 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.Get().YZ();
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break;
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}
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case ERenderSide::Up:
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case ERenderSide::Down:
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{
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float Scalar = (mRenderSide == ERenderSide::Up ? 1.f : -1.f);
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float RotAngle = (mRenderSide == ERenderSide::Up ? 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.Get().XY();
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break;
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}
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default: break;
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}
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if (mRenderSide == ERenderSide::NoRender)
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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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CDamageableTriggerExtra::ERenderSide CDamageableTriggerExtra::RenderSideForDirection(const CVector3f& rkDir)
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{
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// Get the index of the largest XYZ component
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CVector3f AbsDir(Math::Abs(rkDir.X), Math::Abs(rkDir.Y), Math::Abs(rkDir.Z));
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uint32 Max = (AbsDir.X > AbsDir.Y ? 0 : 1);
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Max = (AbsDir[Max] > AbsDir.Z ? Max : 2);
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// Check whether the direction is positive or negative. If the absolute value of the component matches the input one, then it's positive.
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bool Positive = (rkDir[Max] == AbsDir[Max]);
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// Return corresponding side for direction
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if (Max == 0) return (Positive ? ERenderSide::East : ERenderSide::West);
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else if (Max == 1) return (Positive ? ERenderSide::North : ERenderSide::South);
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else if (Max == 2) return (Positive ? ERenderSide::Up : ERenderSide::Down);
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return ERenderSide::NoRender;
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}
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CDamageableTriggerExtra::ERenderSide CDamageableTriggerExtra::TransformRenderSide(ERenderSide Side)
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{
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// DamageableTrigger has a convenience feature implemented that changes the
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// render side when the area's been rotated, so we need to replicate it here.
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CQuaternion AreaRotation = mpScriptNode->Instance()->Area()->Transform().ExtractRotation();
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switch (Side)
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{
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case ERenderSide::North:
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return RenderSideForDirection(AreaRotation.YAxis());
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case ERenderSide::South:
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return RenderSideForDirection(-AreaRotation.YAxis());
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case ERenderSide::West:
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return RenderSideForDirection(-AreaRotation.XAxis());
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case ERenderSide::East:
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return RenderSideForDirection(AreaRotation.XAxis());
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case ERenderSide::Up:
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return RenderSideForDirection(AreaRotation.ZAxis());
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case ERenderSide::Down:
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return RenderSideForDirection(-AreaRotation.ZAxis());
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default:
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return ERenderSide::NoRender;
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}
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}
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void CDamageableTriggerExtra::OnTransformed()
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{
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UpdatePlaneTransform();
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}
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void CDamageableTriggerExtra::PropertyModified(IProperty* pProperty)
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{
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if (pProperty == mRenderSide || pProperty == mPlaneSize)
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{
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UpdatePlaneTransform();
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}
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else
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{
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for (uint32 TextureIdx = 0; TextureIdx < 3; TextureIdx++)
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{
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if (pProperty == mTextureAssets[TextureIdx].Property())
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{
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mpTextures[TextureIdx] = gpResourceStore->LoadResource<CTexture>( mTextureAssets[TextureIdx].Get() );
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if (mpTextures[TextureIdx] && mpTextures[TextureIdx]->Type() != EResourceType::Texture)
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mpTextures[TextureIdx] = nullptr;
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mpMat->Pass(TextureIdx)->SetTexture(mpTextures[TextureIdx]);
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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 == ERenderSide::NoRender);
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}
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void CDamageableTriggerExtra::AddToRenderer(CRenderer *pRenderer, const SViewInfo& rkViewInfo)
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{
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if (rkViewInfo.GameMode && !mpInstance->IsActive())
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return;
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if (!rkViewInfo.GameMode && ((rkViewInfo.ShowFlags & EShowFlag::ObjectGeometry) == 0))
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return;
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if (mRenderSide != ERenderSide::NoRender)
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{
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if (rkViewInfo.ViewFrustum.BoxInFrustum(AABox()))
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pRenderer->AddMesh(this, -1, AABox(), true, ERenderCommand::DrawMesh);
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if (mpParent->IsSelected() && !rkViewInfo.GameMode)
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pRenderer->AddMesh(this, -1, AABox(), false, ERenderCommand::DrawSelection);
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}
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}
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void CDamageableTriggerExtra::Draw(FRenderOptions Options, int /*ComponentIndex*/, ERenderCommand /*Command*/, const SViewInfo& rkViewInfo)
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{
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LoadModelMatrix();
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CGraphics::sPixelBlock.TintColor = mpParent->TintColor(rkViewInfo);
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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& rTester, const SViewInfo& rkViewInfo)
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{
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if (mRenderSide == ERenderSide::NoRender) return;
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if (rkViewInfo.GameMode && !mpInstance->IsActive()) return;
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const CRay& rkRay = rTester.Ray();
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if (rkViewInfo.pRenderer->RenderOptions() & ERenderOption::EnableBackfaceCull)
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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 ERenderSide::North: if (rkRay.Origin().Y > AbsolutePosition().Y) return; break;
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case ERenderSide::South: if (rkRay.Origin().Y < AbsolutePosition().Y) return; break;
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case ERenderSide::West: if (rkRay.Origin().X < AbsolutePosition().X) return; break;
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case ERenderSide::East: if (rkRay.Origin().X > AbsolutePosition().X) return; break;
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case ERenderSide::Up: if (rkRay.Origin().Z > AbsolutePosition().Z) return; break;
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case ERenderSide::Down: if (rkRay.Origin().Z < AbsolutePosition().Z) return; break;
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default: break;
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}
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}
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std::pair<bool,float> Result = AABox().IntersectsRay(rkRay);
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if (Result.first)
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{
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rTester.AddNode(this, -1, Result.second);
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mCachedRayDistance = Result.second;
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}
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}
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SRayIntersection CDamageableTriggerExtra::RayNodeIntersectTest(const CRay& rkRay, uint32 /*ComponentIndex*/, const SViewInfo& /*rkViewInfo*/)
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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.
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return SRayIntersection(true, mCachedRayDistance, rkRay.PointOnRay(mCachedRayDistance), mpParent, -1);
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}
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