void AITurretShape::_performScan() { // Only on server if (isClientObject()) return; // Are we ready for a scan? --mTicksToNextScan; if (mTicksToNextScan > 0) return; _cleanupPotentialTargets(); _setScanBox(); // Set up for the scan getScanTransform(mScanWorkspaceScanMat); mScanWorkspaceScanWorldMat = mScanWorkspaceScanMat; mScanWorkspaceScanWorldMat.affineInverse(); disableCollision(); for ( SimSetIterator iter(&mIgnoreObjects); *iter; ++iter ) { ShapeBase* obj = static_cast<ShapeBase*>( *iter ); obj->disableCollision(); } gServerContainer.findObjects( mTransformedScanBox, sScanTypeMask, _scanCallback, (void*)this ); for ( SimSetIterator iter(&mIgnoreObjects); *iter; ++iter ) { ShapeBase* obj = static_cast<ShapeBase*>( *iter ); obj->enableCollision(); } enableCollision(); if (mPotentialTargets.size() == 0) { // No targets in range. Clear out our current target, if necessary. _lostTarget(); } else { // Sort the targets comparePoint = getPosition(); dQsort(mPotentialTargets.address(),mPotentialTargets.size(),sizeof(SimObjectList::value_type),_sortCallback); // Go through the targets in order to find one that is not blocked from view Point3F start; mScanWorkspaceScanMat.getColumn(3, &start); S32 index = 0; bool los = false; disableCollision(); for (index=0; index < mPotentialTargets.size(); ++index) { ShapeBase* shape = (ShapeBase*)mPotentialTargets[index]; Point3F sightPoint; los = _testTargetLineOfSight(start, shape, sightPoint); // Check if we have a clear line of sight if (los) break; } enableCollision(); // If we found a valid, visible target (no hits between here and there), latch on to it if (los) { _gainedTarget((ShapeBase*)mPotentialTargets[index]); } } // Prepare for next scan period mTicksToNextScan = mScanTickFrequency; if (mScanTickFrequencyVariance > 0) { mTicksToNextScan += gRandGen.randI(0, mScanTickFrequencyVariance); } }
//---------------------------------------------------------------------------- /// 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(); }