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