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// ============================================================================ // JBPanorama // Copyright 2003 by Mychaeel <mychaeel@planetjailbreak.com> // $Id: JBPanorama.uc,v 1.6 2006-08-14 14:07:19 jrubzjeknf Exp $ // // Marks the viewpoint for the panoramic map overview in the scoreboard. // ============================================================================ class JBPanorama extends Keypoint placeable; // ============================================================================ // Replication // ============================================================================ replication { reliable if (Role == ROLE_Authority) RepLocation, RepLocationX, RepLocationY, RepLocationZ, RepRotation, RepRotationPitch, RepRotationYaw, RepRotationRoll, TexturePanorama, FieldOfView; } // ============================================================================ // Properties // ============================================================================ var() Texture TexturePanorama; // panoramic overview of the level var() float FieldOfView; // field of view for panoramic overview // ============================================================================ // Localization // ============================================================================ var localized string TextSetup; // panorama level setup instructions var localized string TextPreview; // dynamically rendered preview warning // ============================================================================ // Variables // ============================================================================ var private vector RepLocation; // ends up off on the client, var private rotator RepRotation; // keep for network compatibility var private float RepLocationX; // replicated actor location var private float RepLocationY; // replicated actor location var private float RepLocationZ; // replicated actor location. var private int RepRotationPitch; // replicated actor rotation var private int RepRotationYaw; // replicated actor rotation var private int RepRotationRoll; // replicated actor rotation var private float TimeRenderFirst; // time of first panorama render var private Coords CoordsPanorama; // coordinate system of viewpoint var private float ScaleDepth; // field of view depth adjustment var private vector SizeMaterialPanorama; // pixel size of panorama material var private Material MaterialPanorama; // internal panorama material var private Texture TexturePanoramaInitial; // initial value for clipboard // ============================================================================ // UpdatePrecacheMaterials // // Adds the panorama texture to the global list of precached materials. // ============================================================================ simulated function UpdatePrecacheMaterials() { Level.AddPrecacheMaterial(TexturePanorama); } // ============================================================================ // PostBeginPlay // // Replicated the actor's location and rotation to clients. Required because // movement variables are only unreliably replicated and thus haven't reached // the client already when PostNetBeginPlay is called. // ============================================================================ event PostBeginPlay() { RepLocationX = Location.X; RepLocationY = Location.Y; RepLocationZ = Location.Z; RepRotationPitch = Rotation.Pitch; RepRotationYaw = Rotation.Yaw; RepRotationRoll = Rotation.Roll; RepLocation = Location; //network compatibility RepRotation = Rotation; //network compatibility } // ============================================================================ // PostNetBeginPlay // // Calls Prepare for the initial values of this actor. Saves the initial // value of TexturePanorama for clipboard copy operations. Registers this // actor with the local player's scoreboard. // ============================================================================ simulated event PostNetBeginPlay() { local PlayerController PlayerControllerLocal; local vector NewLocation; local rotator NewRotation; TexturePanoramaInitial = TexturePanorama; PlayerControllerLocal = Level.GetLocalPlayerController(); if ( PlayerControllerLocal != None && JBInterfaceScores(PlayerControllerLocal.myHUD.ScoreBoard) != None) JBInterfaceScores(PlayerControllerLocal.myHUD.ScoreBoard).Panorama = Self; NewLocation.X = RepLocationX; NewLocation.Y = RepLocationY; NewLocation.Z = RepLocationZ; if (NewLocation != vect(0,0,0)) SetLocation(NewLocation); else SetLocation(RepLocation); //network compatibility NewRotation.Pitch = RepRotationPitch; NewRotation.Yaw = RepRotationYaw; NewRotation.Roll = RepRotationRoll; if (NewRotation != rot(0,0,0)) SetRotation(NewRotation); else SetRotation(RepRotation); //network compatibility Prepare(); } // ============================================================================ // Prepare // // Must be called whenever properties were changed to prepare upcoming draw // and calculation operations. // ============================================================================ simulated function Prepare() { PrepareCoords(); PrepareMaterial(); } // ============================================================================ // PrepareCoords // // Prepares the panorama's coordinate system for location translations. // ============================================================================ simulated protected function PrepareCoords() { CoordsPanorama.Origin = Location; GetAxes(Rotation, CoordsPanorama.XAxis, CoordsPanorama.YAxis, CoordsPanorama.ZAxis); ScaleDepth = 1.0 / Tan(FieldOfView * Pi / 360.0); } // ============================================================================ // PrepareMaterial // // Prepares the material that will be drawn on the screen. In case no texture // has been specified, dynamically creates a screenshot. // ============================================================================ simulated protected function PrepareMaterial() { if (TexturePanorama != None) { MaterialPanorama = TexturePanorama; SizeMaterialPanorama.X = TexturePanorama.USize; SizeMaterialPanorama.Y = TexturePanorama.VSize; TexturePanorama.LODSet = LODSET_Interface; } else { SizeMaterialPanorama.X = 512; SizeMaterialPanorama.Y = 512; if (ScriptedTexture(MaterialPanorama) == None) { MaterialPanorama = new Class'ScriptedTexture'; ScriptedTexture(MaterialPanorama).SetSize(SizeMaterialPanorama.X, SizeMaterialPanorama.Y); ScriptedTexture(MaterialPanorama).Client = Self; } ScriptedTexture(MaterialPanorama).Revision++; } } // ============================================================================ // RenderTexture // // Renders a panorama view of the map on the scripted texture. // ============================================================================ simulated event RenderTexture(ScriptedTexture ScriptedTexture) { ScriptedTexture.DrawPortal( 0, 0, ScriptedTexture.USize, ScriptedTexture.VSize - 1, // bug workaround Self, Location, Rotation, FieldOfView); } // ============================================================================ // Draw // // Draws the current panorama view at the bottom middle of the screen. // ============================================================================ simulated function Draw(Canvas Canvas) { local float ScaleMaterialPanorama; local vector SizeMaterialPanoramaScaled; local vector LocationMaterialPanorama; ScaleMaterialPanorama = 256 / SizeMaterialPanorama.X * Canvas.ClipX / 640; SizeMaterialPanoramaScaled = SizeMaterialPanorama * ScaleMaterialPanorama; LocationMaterialPanorama.X = (Canvas.ClipX - SizeMaterialPanoramaScaled.X) / 2; LocationMaterialPanorama.Y = Canvas.ClipY - SizeMaterialPanoramaScaled.Y + SizeMaterialPanoramaScaled.X / 8; if (TimeRenderFirst == 0.0) TimeRenderFirst = Level.TimeSeconds; Canvas.Style = ERenderStyle.STY_Alpha; Canvas.SetDrawColor(255, 255, 255, 1 + 254 * FMin(1.0, (Level.TimeSeconds - TimeRenderFirst) * 2.0)); Canvas.SetPos(LocationMaterialPanorama.X, LocationMaterialPanorama.Y); Canvas.DrawTile( MaterialPanorama, SizeMaterialPanoramaScaled.X, SizeMaterialPanoramaScaled.Y, 0, 0, SizeMaterialPanorama.X, SizeMaterialPanorama.Y); if (ScriptedTexture(MaterialPanorama) != None && Level.NetMode == NM_Standalone) DrawStatus(Canvas, TextPreview); } // ============================================================================ // DrawStatus // // Draws a pulsing status text at the bottom of the screen. // ============================================================================ static function DrawStatus(Canvas Canvas, string TextStatus) { Canvas.SetDrawColor(255, 255, 255, 128 + 127 * Sin(Canvas.Viewport.Actor.Level.TimeSeconds * 6.0)); Canvas.Font = Canvas.TinyFont; Canvas.DrawScreenText(TextStatus, 0.500, 1.000, DP_LowerMiddle); } // ============================================================================ // CalcLocation // // Calculates and returns the screen pixel that corresponds to the given world // location on the panorama map. The returned Z component specifies the // distance from the viewing plane to the given location in world units. If it // is zero, the X and Y components are undefined. // ============================================================================ simulated function vector CalcLocation(Canvas Canvas, vector LocationWorld) { local float ScaleLateral; local vector LocationScreenOrigin; local vector LocationScreen; LocationWorld -= CoordsPanorama.Origin; LocationScreen.X = LocationWorld dot CoordsPanorama.YAxis; LocationScreen.Y = LocationWorld dot CoordsPanorama.ZAxis; LocationScreen.Z = LocationWorld dot CoordsPanorama.XAxis; if (LocationScreen.Z == 0.0) return vect(0,0,0); // undefined ScaleLateral = ScaleDepth / LocationScreen.Z * Canvas.ClipX * 0.200; LocationScreen.X *= ScaleLateral; LocationScreen.Y *= -ScaleLateral; LocationScreenOrigin.X = Canvas.ClipX * 0.500; LocationScreenOrigin.Y = Canvas.ClipY - Canvas.ClipX * 0.150; LocationScreen += LocationScreenOrigin; return LocationScreen; } // ============================================================================ // CopyToClipboard // // Copies this JBPanorama actor to the clipboard in order to let users paste // it into a level in UnrealEd. // ============================================================================ function CopyToClipboard() { local string TextClipboard; local string TextTexture; TextTexture = "None"; if (TexturePanoramaInitial != None) TextTexture = TexturePanoramaInitial.Class.Name $ "'" $ TexturePanoramaInitial.Name $ "'"; TextClipboard = "Begin Map" $ Chr(13) $ Chr(10) $ "Begin Actor Class=JBPanorama" $ Chr(13) $ Chr(10) $ " TexturePanorama=" $ TextTexture $ Chr(13) $ Chr(10) $ " Location=(X=" $ Location.X - 32.0 $ "," $ "Y=" $ Location.Y - 32.0 $ "," $ "Z=" $ Location.Z - 32.0 $ ")" $ Chr(13) $ Chr(10) $ " Rotation=(Yaw=" $ Rotation.Yaw $ "," $ "Pitch=" $ Rotation.Pitch $ "," $ "Roll=" $ Rotation.Roll $ ")" $ Chr(13) $ Chr(10) $ " FieldOfView=" $ FieldOfView $ Chr(13) $ Chr(10) $ "End Actor" $ Chr(13) $ Chr(10) $ "End Map" $ Chr(13) $ Chr(10); Level.GetLocalPlayerController().CopyToClipboard(TextClipboard); } // ============================================================================ // Defaults // ============================================================================ defaultproperties { FieldOfView = 90.0; TextSetup = "enter SetupPanorama at the console" TextPreview = "preview only, assign TexturePanorama" RemoteRole = ROLE_SimulatedProxy; bGameRelevant = True; bDirectional = True; bStatic = False; bAlwaysRelevant = True; } |
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