Esempio n. 1
0
static void DrawUnitDebugPieceTree(const LocalModelPiece* p, const LocalModelPiece* lap, int lapf, CMatrix44f mat)
{
	mat.Translate(p->pos.x, p->pos.y, p->pos.z);
	mat.RotateY(-p->rot[1]);
	mat.RotateX(-p->rot[0]);
	mat.RotateZ(-p->rot[2]);

	glPushMatrix();
		glMultMatrixf(mat.m);

		if (p->visible && !p->GetCollisionVolume()->IsDisabled()) {
			if ((p == lap) && (lapf > 0 && ((gs->frameNum - lapf) < 150))) {
				glColor3f((1.0f - ((gs->frameNum - lapf) / 150.0f)), 0.0f, 0.0f);
			}

			DrawCollisionVolume(p->GetCollisionVolume());

			if ((p == lap) && (lapf > 0 && ((gs->frameNum - lapf) < 150))) {
				glColorf3(defaultColVolColor);
			}
		}
	glPopMatrix();

	for (unsigned int i = 0; i < p->childs.size(); i++) {
		DrawUnitDebugPieceTree(p->childs[i], lap, lapf, mat);
	}
}
Esempio n. 2
0
static void DrawUnitDebugPieceTree(const LocalModelPiece* p, const LocalModelPiece* lap, int lapf, CMatrix44f mat)
{
	const float3& rot = p->GetRotation();
	mat.Translate(p->GetPosition());
	mat.RotateY(-rot[1]);
	mat.RotateX(-rot[0]);
	mat.RotateZ(-rot[2]);

	glPushMatrix();
		glMultMatrixf(mat.m);

		if (p->scriptSetVisible && !p->GetCollisionVolume()->IgnoreHits()) {
			if ((p == lap) && (lapf > 0 && ((gs->frameNum - lapf) < 150))) {
				glColor3f((1.0f - ((gs->frameNum - lapf) / 150.0f)), 0.0f, 0.0f);
			}

			DrawCollisionVolume(p->GetCollisionVolume());

			if ((p == lap) && (lapf > 0 && ((gs->frameNum - lapf) < 150))) {
				glColorf3(DEFAULT_VOLUME_COLOR);
			}
		}
	glPopMatrix();

	for (unsigned int i = 0; i < p->children.size(); i++) {
		DrawUnitDebugPieceTree(p->children[i], lap, lapf, mat);
	}
}
Esempio n. 3
0
static inline void DrawUnitColVol(const CUnit* u)
{
	if (!(u->losStatus[gu->myAllyTeam] & LOS_INLOS) && !gu->spectatingFullView) return;
	if (!camera->InView(u->drawMidPos, u->drawRadius)) return;

	const CollisionVolume* v = u->collisionVolume;
	const bool vCustomType = (v->GetVolumeType() < CollisionVolume::COLVOL_TYPE_SPHERE);
	const bool vCustomDims = ((v->GetOffsets()).SqLength() >= 1.0f || math::fabs(v->GetBoundingRadius() - u->radius) >= 1.0f);

	glPushMatrix();
		glMultMatrixf(u->GetTransformMatrix());
		DrawObjectMidAndAimPos(u);

		if (v->DefaultToPieceTree()) {
			// draw only the piece volumes for less clutter
			CMatrix44f mat(u->relMidPos * float3(0.0f, -1.0f, 0.0f));
			DrawUnitDebugPieceTree(u->localModel->GetRoot(), u->lastAttackedPiece, u->lastAttackedPieceFrame, mat);
		} else {
			if (!v->IgnoreHits()) {
				// make it fade red under attack
				if (u->lastAttackFrame > 0 && ((gs->frameNum - u->lastAttackFrame) < 150)) {
					glColor3f((1.0f - ((gs->frameNum - u->lastAttackFrame) / 150.0f)), 0.0f, 0.0f);
				}

				DrawCollisionVolume(v);

				if (u->lastAttackFrame > 0 && ((gs->frameNum - u->lastAttackFrame) < 150)) {
					glColorf3(DEFAULT_VOLUME_COLOR);
				}
			}
		}

		if (vCustomType || vCustomDims) {
			// assume this is a custom volume
			glColor3f(0.5f, 0.5f, 0.5f);
			glScalef(u->radius, u->radius, u->radius);
			glWireSphere(&volumeDisplayListIDs[0], 20, 20);
		}

	glPopMatrix();
}
Esempio n. 4
0
static inline void DrawUnitColVol(const CUnit* unit)
{
	if (!(unit->losStatus[gu->myAllyTeam] & LOS_INLOS) && !gu->spectatingFullView) return;
	if (!camera->InView(unit->drawMidPos, unit->drawRadius)) return;

	glPushMatrix();
		glMultMatrixf(unit->GetTransformMatrix());
		glTranslatef3(unit->relMidPos * float3(-1.0f, 1.0f, 1.0f));

		GLUquadricObj* q = gluNewQuadric();

		// draw the aimpoint
		glColor3f(1.0f, 0.0f, 1.0f);
		gluQuadricDrawStyle(q, GLU_FILL);
		gluSphere(q, 2.0f, 5, 5);

		glColorf3(defaultColVolColor);
		gluQuadricDrawStyle(q, GLU_LINE);

		if (unit->unitDef->usePieceCollisionVolumes) {
			//! draw only the piece volumes for less clutter
			CMatrix44f mat(unit->relMidPos * float3(0.0f, -1.0f, 0.0f));
			DrawUnitDebugPieceTree(unit->localmodel->GetRoot(), unit->lastAttackedPiece, unit->lastAttackedPieceFrame, mat, q);
		} else {
			if (!unit->collisionVolume->IsDisabled()) {
				//! make it fade red under attack
				if (unit->lastAttack > 0 && ((gs->frameNum - unit->lastAttack) < 150)) {
					glColor3f((1.0f - ((gs->frameNum - unit->lastAttack) / 150.0f)), 0.0f, 0.0f);
				}

				DrawCollisionVolume(unit->collisionVolume, q);

				if (unit->lastAttack > 0 && ((gs->frameNum - unit->lastAttack) < 150)) {
					glColorf3(defaultColVolColor);
				}
			}
		}

		gluDeleteQuadric(q);
	glPopMatrix();
}