void AITurretShape::_trackTarget(F32 dt) { // Only on server if (isClientObject()) return; // We can only track a target if we have one if (!mTarget.isValid()) return; Point3F targetPos = mTarget.target->getBoxCenter(); // Can we see the target? MatrixF aimMat; getAimTransform(aimMat); Point3F start; aimMat.getColumn(3, &start); RayInfo ri; Point3F sightPoint; disableCollision(); bool los = _testTargetLineOfSight(start, mTarget.target, sightPoint); enableCollision(); if (!los) { // Target is blocked. Should we try to track from its last // known position and velocity? SimTime curTime = Sim::getCurrentTime(); if ( (curTime - mTarget.lastSightTime) > (mDataBlock->trackLostTargetTime * 1000.0f) ) { // Time's up. Stop tracking. _cleanupTargetAndTurret(); return; } // Use last known information to attempt to // continue to track target for a while. targetPos = mTarget.lastPos + mTarget.lastVel * F32(curTime - mTarget.lastSightTime) / 1000.0f; } else { // Target is visible // We only track targets that are alive if (mTarget.target->getDamageState() != Enabled) { // We can't track any more _cleanupTargetAndTurret(); return; } targetPos = sightPoint; // Store latest target info mTarget.lastPos = targetPos; mTarget.lastVel = mTarget.target->getVelocity(); mTarget.lastSightTime = Sim::getCurrentTime(); } // Calculate angles to face the target, specifically the part that we can see VectorF toTarget; MatrixF mat; S32 node = mDataBlock->aimNode; if (node != -1) { // Get the current position of our node MatrixF* nodeTrans = &mShapeInstance->mNodeTransforms[node]; Point3F currentPos; nodeTrans->getColumn(3, ¤tPos); // Turn this into a matrix we can use to put the target // position into our space. MatrixF nodeMat(true); nodeMat.setColumn(3, currentPos); mat.mul(mObjToWorld, nodeMat); mat.affineInverse(); } else { mat = mWorldToObj; } mat.mulP(targetPos, &toTarget); // lead the target F32 timeToTargetSquared = (mWeaponLeadVelocitySquared > 0) ? toTarget.lenSquared() / mWeaponLeadVelocitySquared : 0; if (timeToTargetSquared > 1.0) { targetPos = targetPos + (mTarget.lastVel * mSqrt(timeToTargetSquared)); mat.mulP(targetPos, &toTarget); } F32 yaw, pitch; MathUtils::getAnglesFromVector(toTarget, yaw, pitch); if (yaw > M_PI_F) yaw = yaw - M_2PI_F; //if (pitch > M_PI_F) // pitch = -(pitch - M_2PI_F); Point3F rot(-pitch, 0.0f, yaw); // If we have a rotation rate make sure we follow it if (mHeadingRate > 0) { F32 rate = mHeadingRate * dt; F32 rateCheck = mFabs(rot.z - mRot.z); if (rateCheck > rate) { // This will clamp the new value to the rate regardless if it // is increasing or decreasing. rot.z = mClampF(rot.z, mRot.z-rate, mRot.z+rate); } } if (mPitchRate > 0) { F32 rate = mPitchRate * dt; F32 rateCheck = mFabs(rot.x - mRot.x); if (rateCheck > rate) { // This will clamp the new value to the rate regardless if it // is increasing or decreasing. rot.x = mClampF(rot.x, mRot.x-rate, mRot.x+rate); } } // Test if the rotation to the target is outside of our limits if (_outsideLimits(rot)) { // We can't track any more _cleanupTargetAndTurret(); return; } // Test if the target is out of weapons range if (toTarget.lenSquared() > mWeaponRangeSquared) { // We can't track any more _cleanupTargetAndTurret(); return; } mRot = rot; _setRotation( mRot ); setMaskBits(TurretUpdateMask); }
//---------------------------------------------------------------------------- /// Core rendering method for this control. /// /// This method scans through all the current client ShapeBase objects. /// If one is named, it displays the name and damage information for it. /// /// Information is offset from the center of the object's bounding box, /// unless the object is a PlayerObjectType, in which case the eye point /// is used. /// /// @param updateRect Extents of control. void afxGuiTextHud::onRender( Point2I, const RectI &updateRect) { // Background fill first if (mShowFill) GFX->getDrawUtil()->drawRectFill(updateRect, mFillColor.toColorI()); // Must be in a TS Control GuiTSCtrl *parent = dynamic_cast<GuiTSCtrl*>(getParent()); if (!parent) return; // Must have a connection and control object GameConnection* conn = GameConnection::getConnectionToServer(); if (!conn) return; GameBase * control = dynamic_cast<GameBase*>(conn->getControlObject()); if (!control) return; // Get control camera info MatrixF cam; Point3F camPos; VectorF camDir; conn->getControlCameraTransform(0,&cam); cam.getColumn(3, &camPos); cam.getColumn(1, &camDir); F32 camFovCos; conn->getControlCameraFov(&camFovCos); camFovCos = mCos(mDegToRad(camFovCos) / 2); // Visible distance info & name fading F32 visDistance = gClientSceneGraph->getVisibleDistance(); F32 visDistanceSqr = visDistance * visDistance; F32 fadeDistance = visDistance * mDistanceFade; // Collision info. We're going to be running LOS tests and we // don't want to collide with the control object. static U32 losMask = TerrainObjectType | TerrainLikeObjectType | ShapeBaseObjectType; if (!mEnableControlObjectOcclusion) control->disableCollision(); if (mLabelAllShapes) { // This section works just like GuiShapeNameHud and renders labels for // all the shapes. // All ghosted objects are added to the server connection group, // so we can find all the shape base objects by iterating through // our current connection. for (SimSetIterator itr(conn); *itr; ++itr) { ///if ((*itr)->getTypeMask() & ShapeBaseObjectType) ///{ ShapeBase* shape = dynamic_cast<ShapeBase*>(*itr); if ( shape ) { if (shape != control && shape->getShapeName()) { // Target pos to test, if it's a player run the LOS to his eye // point, otherwise we'll grab the generic box center. Point3F shapePos; if (shape->getTypeMask() & PlayerObjectType) { MatrixF eye; // Use the render eye transform, otherwise we'll see jittering shape->getRenderEyeTransform(&eye); eye.getColumn(3, &shapePos); } else { // Use the render transform instead of the box center // otherwise it'll jitter. MatrixF srtMat = shape->getRenderTransform(); srtMat.getColumn(3, &shapePos); } VectorF shapeDir = shapePos - camPos; // Test to see if it's in range F32 shapeDist = shapeDir.lenSquared(); if (shapeDist == 0 || shapeDist > visDistanceSqr) continue; shapeDist = mSqrt(shapeDist); // Test to see if it's within our viewcone, this test doesn't // actually match the viewport very well, should consider // projection and box test. shapeDir.normalize(); F32 dot = mDot(shapeDir, camDir); if (dot < camFovCos) continue; // Test to see if it's behind something, and we want to // ignore anything it's mounted on when we run the LOS. RayInfo info; shape->disableCollision(); SceneObject *mount = shape->getObjectMount(); if (mount) mount->disableCollision(); bool los = !gClientContainer.castRay(camPos, shapePos,losMask, &info); shape->enableCollision(); if (mount) mount->enableCollision(); if (!los) continue; // Project the shape pos into screen space and calculate // the distance opacity used to fade the labels into the // distance. Point3F projPnt; shapePos.z += mVerticalOffset; if (!parent->project(shapePos, &projPnt)) continue; F32 opacity = (shapeDist < fadeDistance)? 1.0: 1.0 - (shapeDist - fadeDistance) / (visDistance - fadeDistance); // Render the shape's name drawName(Point2I((S32)projPnt.x, (S32)projPnt.y),shape->getShapeName(),opacity); } } } } // This section renders all text added by afxGuiText effects. for (S32 i = 0; i < text_items.size(); i++) { HudTextSpec* spec = &text_items[i]; if (spec->text && spec->text[0] != '\0') { VectorF shapeDir = spec->pos - camPos; // do range test F32 shapeDist = shapeDir.lenSquared(); if (shapeDist == 0 || shapeDist > visDistanceSqr) continue; shapeDist = mSqrt(shapeDist); // Test to see if it's within our viewcone, this test doesn't // actually match the viewport very well, should consider // projection and box test. shapeDir.normalize(); F32 dot = mDot(shapeDir, camDir); if (dot < camFovCos) continue; // Test to see if it's behind something, and we want to // ignore anything it's mounted on when we run the LOS. RayInfo info; if (spec->obj) spec->obj->disableCollision(); bool los = !gClientContainer.castRay(camPos, spec->pos, losMask, &info); if (spec->obj) spec->obj->enableCollision(); if (!los) continue; // Project the shape pos into screen space. Point3F projPnt; if (!parent->project(spec->pos, &projPnt)) continue; // Calculate the distance opacity used to fade text into the distance. F32 opacity = (shapeDist < fadeDistance)? 1.0 : 1.0 - (shapeDist - fadeDistance) / (25.0f); if (opacity > 0.01f) drawName(Point2I((S32)projPnt.x, (S32)projPnt.y), spec->text, opacity, &spec->text_clr); } } // Restore control object collision if (!mEnableControlObjectOcclusion) control->enableCollision(); // Border last if (mShowFrame) GFX->getDrawUtil()->drawRect(updateRect, mFrameColor.toColorI()); reset(); }