PrimeWorldEditor/src/Core/ScriptExtra/CDamageableTriggerExtra.cpp

290 lines
10 KiB
C++

#include "CDamageableTriggerExtra.h"
#include "Core/Render/CDrawUtil.h"
#include "Core/Render/CRenderer.h"
#include <Common/Macros.h>
#include <Common/Math/MathUtil.h>
CDamageableTriggerExtra::CDamageableTriggerExtra(CScriptObject *pInstance, CScene *pScene, CScriptNode *pParent)
: CScriptExtra(pInstance, pScene, pParent)
, mpMat(nullptr)
{
for (uint32 iTex = 0; iTex < 3; iTex++)
mpTextures[iTex] = nullptr;
SetInheritance(true, false, false);
CreateMaterial();
CStructProperty* pProperties = pInstance->Template()->Properties();
// Fetch render side
mRenderSide = TEnumRef<ERenderSide>(pInstance->PropertyData(), pProperties->ChildByIndex(5));
if (mRenderSide.IsValid()) PropertyModified(mRenderSide.Property());
// Fetch scale
mPlaneSize = CVectorRef(pInstance->PropertyData(), pProperties->ChildByIndex(2));
if (mPlaneSize.IsValid()) PropertyModified(mPlaneSize.Property());
// Fetch textures
for (uint32 TextureIdx = 0; TextureIdx < 3; TextureIdx++)
{
mTextureAssets[TextureIdx] = CAssetRef(pInstance->PropertyData(), pProperties->ChildByIndex(6 + TextureIdx));
if (mTextureAssets[TextureIdx].IsValid()) PropertyModified(mTextureAssets[TextureIdx].Property());
}
}
CDamageableTriggerExtra::~CDamageableTriggerExtra()
{
delete mpMat;
}
void CDamageableTriggerExtra::CreateMaterial()
{
ASSERT(!mpMat);
mpMat = new CMaterial(mGame, EVertexAttribute::Position | EVertexAttribute::Normal | EVertexAttribute::Tex0);
// Most values/TEV setup were found from the executable + from graphics debuggers
// Animation parameters are estimates from eyeballing the values ingame
mpMat->SetBlendMode(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
mpMat->SetLightingEnabled(true);
mpMat->SetOptions(EMaterialOption::Transparent);
mpMat->SetKonst(CColor((float) 1.f, 1.f, 1.f, 0.2f), 0);
mpMat->SetNumPasses(3);
CMaterialPass *pPassA = mpMat->Pass(0);
pPassA->SetKColorSel(kKonst0_RGB);
pPassA->SetTexCoordSource(4);
pPassA->SetTexture(mpTextures[0]);
pPassA->SetColorInputs(kZeroRGB, kTextureRGB, kKonstRGB, kZeroRGB);
pPassA->SetAnimMode(EUVAnimMode::UVScroll);
pPassA->SetAnimParam(3, -0.48f);
CMaterialPass *pPassB = mpMat->Pass(1);
pPassB->SetTexCoordSource(4);
pPassB->SetTexture(mpTextures[1]);
pPassB->SetColorInputs(kZeroRGB, kTextureRGB, kPrevRGB, kZeroRGB);
pPassB->SetAnimMode(EUVAnimMode::UVScroll);
pPassB->SetAnimParam(2, 0.25f);
pPassB->SetAnimParam(3, -0.3f);
CMaterialPass *pPassC = mpMat->Pass(2);
pPassC->SetTexCoordSource(4);
pPassC->SetTexture(mpTextures[2]);
pPassC->SetRasSel(kRasColor0A0);
pPassC->SetKAlphaSel(kKonst0_A);
pPassC->SetColorInputs(kZeroRGB, kTextureRGB, kOneRGB, kPrevRGB);
pPassC->SetAlphaInputs(kZeroAlpha, kZeroAlpha, kZeroAlpha, kKonstAlpha);
pPassC->SetAnimMode(EUVAnimMode::UVScroll);
pPassC->SetAnimParam(3, -0.16f);
}
void CDamageableTriggerExtra::UpdatePlaneTransform()
{
CVector3f Extent = mPlaneSize.Get() / 2.f;
switch (mRenderSide)
{
case ERenderSide::North:
case ERenderSide::South:
{
float Scalar = (mRenderSide == ERenderSide::North ? 1.f : -1.f);
mPosition = CVector3f(0.f, Extent.Y * Scalar, 0.f);
mRotation = CQuaternion::FromEuler(CVector3f(90.f * Scalar, 0.f, 0.f));
mScale = CVector3f(Extent.X, Extent.Z, 0.f);
mCoordScale = mPlaneSize.Get().XZ();
break;
}
case ERenderSide::West:
case ERenderSide::East:
{
float Scalar = (mRenderSide == ERenderSide::West ? 1.f : -1.f);
mPosition = CVector3f(-Extent.X * Scalar, 0.f, 0.f);
mRotation = CQuaternion::FromEuler(CVector3f(0.f, 90.f * Scalar, 0.f));
mScale = CVector3f(Extent.Z, Extent.Y, 0.f);
mCoordScale = -mPlaneSize.Get().YZ();
break;
}
case ERenderSide::Up:
case ERenderSide::Down:
{
float Scalar = (mRenderSide == ERenderSide::Up ? 1.f : -1.f);
float RotAngle = (mRenderSide == ERenderSide::Up ? 180.f : 0.f);
mPosition = CVector3f(0.f, 0.f, Extent.Z * Scalar);
mRotation = CQuaternion::FromEuler(CVector3f(0.f, RotAngle, 0.f));
mScale = CVector3f(Extent.X, Extent.Y, 0.f);
mCoordScale = -mPlaneSize.Get().XY();
break;
}
default: break;
}
if (mRenderSide == ERenderSide::NoRender)
mLocalAABox = CAABox::Zero();
else
mLocalAABox = CAABox(CVector3f(-1.f, -1.f, 0.f), CVector3f(1.f, 1.f, 0.f));
MarkTransformChanged();
}
CDamageableTriggerExtra::ERenderSide CDamageableTriggerExtra::RenderSideForDirection(const CVector3f& rkDir)
{
// Get the index of the largest XYZ component
CVector3f AbsDir(Math::Abs(rkDir.X), Math::Abs(rkDir.Y), Math::Abs(rkDir.Z));
uint32 Max = (AbsDir.X > AbsDir.Y ? 0 : 1);
Max = (AbsDir[Max] > AbsDir.Z ? Max : 2);
// Check whether the direction is positive or negative. If the absolute value of the component matches the input one, then it's positive.
bool Positive = (rkDir[Max] == AbsDir[Max]);
// Return corresponding side for direction
if (Max == 0) return (Positive ? ERenderSide::East : ERenderSide::West);
else if (Max == 1) return (Positive ? ERenderSide::North : ERenderSide::South);
else if (Max == 2) return (Positive ? ERenderSide::Up : ERenderSide::Down);
return ERenderSide::NoRender;
}
CDamageableTriggerExtra::ERenderSide CDamageableTriggerExtra::TransformRenderSide(ERenderSide Side)
{
// DamageableTrigger has a convenience feature implemented that changes the
// render side when the area's been rotated, so we need to replicate it here.
CQuaternion AreaRotation = mpScriptNode->Instance()->Area()->Transform().ExtractRotation();
switch (Side)
{
case ERenderSide::North:
return RenderSideForDirection(AreaRotation.YAxis());
case ERenderSide::South:
return RenderSideForDirection(-AreaRotation.YAxis());
case ERenderSide::West:
return RenderSideForDirection(-AreaRotation.XAxis());
case ERenderSide::East:
return RenderSideForDirection(AreaRotation.XAxis());
case ERenderSide::Up:
return RenderSideForDirection(AreaRotation.ZAxis());
case ERenderSide::Down:
return RenderSideForDirection(-AreaRotation.ZAxis());
default:
return ERenderSide::NoRender;
}
}
void CDamageableTriggerExtra::OnTransformed()
{
UpdatePlaneTransform();
}
void CDamageableTriggerExtra::PropertyModified(IProperty* pProperty)
{
if (pProperty == mRenderSide || pProperty == mPlaneSize)
{
UpdatePlaneTransform();
}
else
{
for (uint32 TextureIdx = 0; TextureIdx < 3; TextureIdx++)
{
if (pProperty == mTextureAssets[TextureIdx].Property())
{
mpTextures[TextureIdx] = gpResourceStore->LoadResource<CTexture>( mTextureAssets[TextureIdx].Get() );
if (mpTextures[TextureIdx] && mpTextures[TextureIdx]->Type() != EResourceType::Texture)
mpTextures[TextureIdx] = nullptr;
mpMat->Pass(TextureIdx)->SetTexture(mpTextures[TextureIdx]);
break;
}
}
}
}
bool CDamageableTriggerExtra::ShouldDrawNormalAssets()
{
return (mRenderSide == ERenderSide::NoRender);
}
void CDamageableTriggerExtra::AddToRenderer(CRenderer *pRenderer, const SViewInfo& rkViewInfo)
{
if (rkViewInfo.GameMode && !mpInstance->IsActive())
return;
if (!rkViewInfo.GameMode && ((rkViewInfo.ShowFlags & EShowFlag::ObjectGeometry) == 0))
return;
if (mRenderSide != ERenderSide::NoRender)
{
if (rkViewInfo.ViewFrustum.BoxInFrustum(AABox()))
pRenderer->AddMesh(this, -1, AABox(), true, ERenderCommand::DrawMesh);
if (mpParent->IsSelected() && !rkViewInfo.GameMode)
pRenderer->AddMesh(this, -1, AABox(), false, ERenderCommand::DrawSelection);
}
}
void CDamageableTriggerExtra::Draw(FRenderOptions Options, int /*ComponentIndex*/, ERenderCommand /*Command*/, const SViewInfo& rkViewInfo)
{
LoadModelMatrix();
CGraphics::sPixelBlock.TintColor = mpParent->TintColor(rkViewInfo);
mpMat->SetCurrent(Options);
// Note: The plane the game renders this onto is 5x4.5, which is why we divide the tex coords by this value
CVector2f TexUL(0.f, mCoordScale.Y / 4.5f);
CVector2f TexUR(mCoordScale.X / 5.f, mCoordScale.Y / 4.5f);
CVector2f TexBR(mCoordScale.X / 5.f, 0.f);
CVector2f TexBL(0.f, 0.f);
CDrawUtil::DrawSquare(TexUL, TexUR, TexBR, TexBL);
}
void CDamageableTriggerExtra::DrawSelection()
{
glPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
glBlendFunc(GL_ONE, GL_ZERO);
LoadModelMatrix();
CDrawUtil::UseColorShader(WireframeColor());
CDrawUtil::DrawSquare();
glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
}
void CDamageableTriggerExtra::RayAABoxIntersectTest(CRayCollisionTester& rTester, const SViewInfo& rkViewInfo)
{
if (mRenderSide == ERenderSide::NoRender) return;
if (rkViewInfo.GameMode && !mpInstance->IsActive()) return;
const CRay& rkRay = rTester.Ray();
if (rkViewInfo.pRenderer->RenderOptions() & ERenderOption::EnableBackfaceCull)
{
// We're guaranteed to be axis-aligned, so we can take advantage of that
// to perform a very simple backface check.
switch (mRenderSide)
{
case ERenderSide::North: if (rkRay.Origin().Y > AbsolutePosition().Y) return; break;
case ERenderSide::South: if (rkRay.Origin().Y < AbsolutePosition().Y) return; break;
case ERenderSide::West: if (rkRay.Origin().X < AbsolutePosition().X) return; break;
case ERenderSide::East: if (rkRay.Origin().X > AbsolutePosition().X) return; break;
case ERenderSide::Up: if (rkRay.Origin().Z > AbsolutePosition().Z) return; break;
case ERenderSide::Down: if (rkRay.Origin().Z < AbsolutePosition().Z) return; break;
default: break;
}
}
std::pair<bool,float> Result = AABox().IntersectsRay(rkRay);
if (Result.first)
{
rTester.AddNode(this, -1, Result.second);
mCachedRayDistance = Result.second;
}
}
SRayIntersection CDamageableTriggerExtra::RayNodeIntersectTest(const CRay& rkRay, uint32 /*ComponentIndex*/, const SViewInfo& /*rkViewInfo*/)
{
// The bounding box and all other tests already passed in RayAABoxIntersectTest, so we
// already know that we have a positive.
return SRayIntersection(true, mCachedRayDistance, rkRay.PointOnRay(mCachedRayDistance), mpParent, -1);
}