haxis/Source/UnrealProject/Spawners/CreatureSpawnComponent.cpp

244 lines
8.5 KiB
C++

// Project Lab - NHTV Igad
#include "UnrealProject.h"
#include "CreatureSpawnComponent.h"
#include "SpawnerBase.h"
#include "GeneralEnemy.h"
#include "OffensiveEnemy.h"
#include "RangedEnemy.h"
#include "EnemyBase.h"
#define CONEARCVERTEXCOUNT 50
UCreatureSpawnComponent::UCreatureSpawnComponent(const FObjectInitializer& ObjectInitializer) : Super(ObjectInitializer)
{
ShapeColor = FColor(223, 149, 157, 255);
spawnerBase = Cast<ASpawnerBase>(GetAttachmentRootActor());
bUseEditorCompositing = true;
}
FPrimitiveSceneProxy* UCreatureSpawnComponent::CreateSceneProxy()
{
class FDrawConeSceneProxy : public FPrimitiveSceneProxy
{
public:
const UCreatureSpawnComponent* component;
FDrawConeSceneProxy(const UCreatureSpawnComponent* InComponent)
: FPrimitiveSceneProxy(InComponent)
, spawnerBase(InComponent->spawnerBase)
, bDrawOnlyIfSelected(InComponent->bDrawOnlyIfSelected)
, component(InComponent)
{
bWillEverBeLit = false;
}
virtual void GetDynamicMeshElements(const TArray<const FSceneView*>& Views, const FSceneViewFamily& ViewFamily, uint32 VisibilityMap, FMeshElementCollector& Collector) const override
{
QUICK_SCOPE_CYCLE_COUNTER(STAT_GetDynamicMeshElements_DrawDynamicElements);
const FMatrix& LocalToWorld = GetLocalToWorld();
for (int32 ViewIndex = 0; ViewIndex < Views.Num(); ViewIndex++)
{
const FSceneView* View = Views[ViewIndex];
FPrimitiveDrawInterface* PDI = Collector.GetPDI(ViewIndex);
if (spawnerBase)
{
FTransform transform = component->GetAttachParent()->GetComponentTransform();
FVector base = transform.GetLocation();
const float scale = 1.0f / 180.0f * PI;
float baseRot = (360.0f - transform.GetRotation().Euler().Z) * scale;
//FVector forward = FVector(1, 0, 0).RotateAngleAxis(0.0f, FVector(0, 0, 1));
//FVector right = FVector(0, 1, 0).RotateAngleAxis(0.0f, FVector(0, 0, 1));
FVector forward = FVector(1, 0, 0);
FVector right = FVector(0, 1, 0);
float angle = (360.0f) / 180.0f * PI;
FVector linePoints[CONEARCVERTEXCOUNT];
float anglestep = (angle) / (CONEARCVERTEXCOUNT - 1);
float rot = baseRot - angle * 0.5f;
for (int i = 0; i < CONEARCVERTEXCOUNT; i++)
{
float f = cosf(rot);
float r = sinf(rot);
linePoints[i] = base + (forward * f - right * r) * spawnerBase->aggroRadius;
rot += anglestep;
}
for (int i = 0; i < CONEARCVERTEXCOUNT - 1; i++)
{
PDI->DrawLine(linePoints[i], linePoints[i + 1], ShapeColor, SDPG_World);
}
for (int i = 0; i < CONEARCVERTEXCOUNT; i++)
{
float f = cosf(rot);
float r = sinf(rot);
linePoints[i] = base + (forward * f - right * r) * spawnerBase->deaggroRadius;
rot += anglestep;
}
for (int i = 0; i < CONEARCVERTEXCOUNT - 1; i++)
{
PDI->DrawLine(linePoints[i], linePoints[i + 1], FColor(0,0,255), SDPG_World);
}
FVector last = spawnerBase->GetActorLocation();
FVector first;
for (int32 i = 0; i < spawnerBase->controlPoints.Num(); i++)
{
FTransform transform = component->GetAttachParent()->GetComponentTransform();
FVector base = transform.GetLocation() + FVector(spawnerBase->controlPoints[i].X, spawnerBase->controlPoints[i].Y, 0);
if (i == 0)
first = base;
const float scale = 1.0f / 180.0f * PI;
float baseRot = (360.0f - transform.GetRotation().Euler().Z) * scale;
//FVector forward = FVector(1, 0, 0).RotateAngleAxis(0.0f, FVector(0, 0, 1));
//FVector right = FVector(0, 1, 0).RotateAngleAxis(0.0f, FVector(0, 0, 1));
FVector forward = FVector(1, 0, 0);
FVector right = FVector(0, 1, 0);
float angle = (360.0f) / 180.0f * PI;
FVector linePoints[CONEARCVERTEXCOUNT];
float anglestep = (angle) / (CONEARCVERTEXCOUNT - 1);
float rot = baseRot - angle * 0.5f;
for (int i = 0; i < CONEARCVERTEXCOUNT; i++)
{
float f = cosf(rot);
float r = sinf(rot);
linePoints[i] = base + (forward * f - right * r) * spawnerBase->drawingRadius;
rot += anglestep;
}
for (int i = 0; i < CONEARCVERTEXCOUNT - 1; i++)
{
PDI->DrawLine(linePoints[i], linePoints[i + 1], ShapeColor, SDPG_World);
}
PDI->DrawLine(base, last, ShapeColor, SDPG_World);
last = base;
//PDI->DrawLine(base, linePoints[CONEARCVERTEXCOUNT - 1], ShapeColor, SDPG_World);
}
if (spawnerBase->isConnected)
PDI->DrawLine(first, last, ShapeColor, SDPG_World);
for (int32 i = 0; i < spawnerBase->formationPoints.Num(); i++)
{
FColor formationColor = FColor(100, 100, 100);
//AEnemyBase *creature = (dynamic_cast<AGeneralEnemy*>(spawnerBase->spawns[i]));
FTransform transform = component->GetAttachParent()->GetComponentTransform();
FVector base = transform.GetLocation() + spawnerBase->GetActorRotation().RotateVector( FVector(spawnerBase->formationPoints[i].X, spawnerBase->formationPoints[i].Y, 0))*spawnerBase->formationScale;
if (i == 0)
first = base;
const float scale = 1.0f / 180.0f * PI;
float baseRot = (360.0f - transform.GetRotation().Euler().Z) * scale;
//FVector forward = FVector(1, 0, 0).RotateAngleAxis(0.0f, FVector(0, 0, 1));
//FVector right = FVector(0, 1, 0).RotateAngleAxis(0.0f, FVector(0, 0, 1));
FVector forward = FVector(1, 0, 0);
FVector right = FVector(0, 1, 0);
float angle = (360.0f) / 180.0f * PI;
FVector linePoints[CONEARCVERTEXCOUNT];
float anglestep = (angle) / (CONEARCVERTEXCOUNT - 1);
float rot = baseRot - angle * 0.5f;
for (int j = 0; j < CONEARCVERTEXCOUNT; j++)
{
float f = cosf(rot);
float r = sinf(rot);
linePoints[j] = base + (forward * f - right * r) * spawnerBase->drawingRadius;
rot += anglestep;
}
if (i >= spawnerBase->spawns.Num())
{
formationColor.B = 10;
formationColor.G = 10;
formationColor.R = 10;
}
else
{
if ((spawnerBase->spawns[i])->IsChildOf(AGeneralEnemy::StaticClass()))
{
formationColor.B = 255;
formationColor.G = 255;
formationColor.R = 255;
}
else
{
formationColor.B = 42;
formationColor.G = 42;
formationColor.R = 42;
}
if ((spawnerBase->spawns[i])->IsChildOf(ARangedEnemy::StaticClass())&& !spawnerBase->spawns[i]->IsChildOf(AGeneralEnemy::StaticClass()))
{
formationColor.B = 0;
formationColor.G = 255;
formationColor.R = 0;
}
if ((spawnerBase->spawns[i])->IsChildOf(AOffensiveEnemy::StaticClass()))
{
formationColor.B = 0;
formationColor.G = 0;
formationColor.R = 255;
}
}
for (int j = 0; j < CONEARCVERTEXCOUNT - 1; j++)
{
PDI->DrawLine(linePoints[j], linePoints[j + 1], formationColor, SDPG_World);
}
if (i < spawnerBase->formationRotation.Num())
{
PDI->DrawLine(base, base+(FRotator(0, spawnerBase->formationRotation[i],0).RotateVector( spawnerBase->GetActorForwardVector())* spawnerBase->drawingRadius), formationColor, SDPG_World);
}
else PDI->DrawLine(base, base + (spawnerBase->GetActorForwardVector())* spawnerBase->drawingRadius, formationColor, SDPG_World);
// PDI->DrawLine(base, last, formationColor, SDPG_World);
last = base;
//PDI->DrawLine(base, linePoints[CONEARCVERTEXCOUNT - 1], ShapeColor, SDPG_World);
}
//if (spawnerBase->isConnected)
// PDI->DrawLine(first, last, ShapeColor, SDPG_World);
}
}
}
virtual FPrimitiveViewRelevance GetViewRelevance(const FSceneView* View) const override
{
FPrimitiveViewRelevance Result;
Result.bDrawRelevance = IsSelected();
Result.bDynamicRelevance = true;
Result.bShadowRelevance = IsShadowCast(View);
Result.bEditorPrimitiveRelevance = UseEditorCompositing(View);
return Result;
}
virtual uint32 GetMemoryFootprint(void) const override { return(sizeof(*this) + GetAllocatedSize()); }
uint32 GetAllocatedSize(void) const { return(FPrimitiveSceneProxy::GetAllocatedSize()); }
private:
const uint32 bDrawOnlyIfSelected : 1;
const ASpawnerBase* spawnerBase;
const FColor ShapeColor = FColor(255, 0, 0, 255);
const FTransform transform;
};
return new FDrawConeSceneProxy(this);
}