PrimeWorldEditor/src/Core/ScriptExtra/CDoorExtra.cpp

129 lines
4.1 KiB
C++

#include "CDoorExtra.h"
#include "Core/Render/CRenderer.h"
CDoorExtra::CDoorExtra(CScriptObject* pInstance, CScene* pScene, CScriptNode* pParent)
: CScriptExtra(pInstance, pScene, pParent)
{
CStructProperty* pProperties = pInstance->Template()->Properties();
mShieldModelProp = CAssetRef(pInstance->PropertyData(), pProperties->ChildByID(0xB20CC271));
if (mShieldModelProp.IsValid()) PropertyModified(mShieldModelProp.Property());
if (mGame >= EGame::Echoes)
{
mShieldColorProp = CColorRef(pInstance->PropertyData(), pProperties->ChildByID(0x47B4E863));
if (mShieldColorProp.IsValid()) PropertyModified(mShieldColorProp.Property());
}
else
{
mDisabledProp = CBoolRef(pInstance->PropertyData(), pProperties->ChildByID(0xDEE730F5));
if (mDisabledProp.IsValid()) PropertyModified(mDisabledProp.Property());
}
}
void CDoorExtra::PropertyModified(IProperty* pProperty)
{
if (pProperty == mShieldModelProp)
{
mpShieldModel = gpResourceStore->LoadResource<CModel>( mShieldModelProp.Get() );
if (mpShieldModel)
mLocalAABox = mpShieldModel->AABox();
else
mLocalAABox = CAABox::skInfinite;
MarkTransformChanged();
}
else if (pProperty == mShieldColorProp)
{
mShieldColor = mShieldColorProp.Get();
}
else if (pProperty == mDisabledProp)
{
// The Echoes demo doesn't have the shield color property. The color is
// always cyan if the door is unlocked and always white if the door is locked.
mShieldColor = CColor::skWhite;
if (!mDisabledProp)
mShieldColor = CColor::skCyan;
}
}
void CDoorExtra::AddToRenderer(CRenderer *pRenderer, const SViewInfo& rkViewInfo)
{
if (!mpShieldModel) return;
if (rkViewInfo.GameMode && !mpInstance->IsActive()) return;
if (!rkViewInfo.GameMode && ((rkViewInfo.ShowFlags & EShowFlag::ObjectGeometry) == 0)) return;
if (mpParent->IsVisible() && rkViewInfo.ViewFrustum.BoxInFrustum(AABox()))
{
AddModelToRenderer(pRenderer, mpShieldModel, 0);
if (mpParent->IsSelected() && !rkViewInfo.GameMode)
pRenderer->AddMesh(this, -1, AABox(), false, ERenderCommand::DrawSelection);
}
}
void CDoorExtra::Draw(FRenderOptions Options, int /*ComponentIndex*/, ERenderCommand Command, const SViewInfo& rkViewInfo)
{
LoadModelMatrix();
mpParent->LoadLights(rkViewInfo);
CGraphics::SetupAmbientColor();
CGraphics::UpdateVertexBlock();
CColor Tint = mpParent->TintColor(rkViewInfo) * mShieldColor;
CGraphics::sPixelBlock.TintColor = Tint;
CGraphics::sPixelBlock.SetAllTevColors(CColor::skWhite);
CGraphics::UpdatePixelBlock();
DrawModelParts(mpShieldModel, Options, 0, Command);
}
void CDoorExtra::DrawSelection()
{
LoadModelMatrix();
glBlendFunc(GL_ONE, GL_ZERO);
mpShieldModel->DrawWireframe(ERenderOption::None, mpParent->WireframeColor());
}
void CDoorExtra::RayAABoxIntersectTest(CRayCollisionTester& rTester, const SViewInfo& rkViewInfo)
{
if (!mpShieldModel) return;
if (rkViewInfo.GameMode && !mpInstance->IsActive()) return;
const CRay& Ray = rTester.Ray();
std::pair<bool,float> BoxResult = AABox().IntersectsRay(Ray);
if (BoxResult.first)
rTester.AddNodeModel(this, mpShieldModel);
}
SRayIntersection CDoorExtra::RayNodeIntersectTest(const CRay& rkRay, uint32 AssetID, const SViewInfo& rkViewInfo)
{
FRenderOptions Options = rkViewInfo.pRenderer->RenderOptions();
SRayIntersection Out;
Out.pNode = mpParent;
Out.ComponentIndex = AssetID;
CRay TransformedRay = rkRay.Transformed(Transform().Inverse());
std::pair<bool,float> Result = mpShieldModel->GetSurface(AssetID)->IntersectsRay(TransformedRay, ((Options & ERenderOption::EnableBackfaceCull) == 0));
if (Result.first)
{
Out.Hit = true;
CVector3f HitPoint = TransformedRay.PointOnRay(Result.second);
CVector3f WorldHitPoint = Transform() * HitPoint;
Out.Distance = rkRay.Origin().Distance(WorldHitPoint);
}
else Out.Hit = false;
return Out;
}