3d radar for t3d
by graham mcinnes · in Torque 3D Professional · 09/08/2009 (12:29 am) · 23 replies
credits to :
kirk longendyke : sphere fix code
james laker (burning) : both 3d radar resources
http://www.garagegames.com/community/forums/viewthread/73196
http://www.garagegames.com/community/resources/view/16417
here is a screen shot (1.3mb)
http://2.bp.blogspot.com/_SplDgn8nyYc/SqXMVpdYyCI/AAAAAAAAAAc/oWgz_bMgwFE/s1600-h/screenshot_003-00000.png
yeah i basically stood on the shoulders of giants and ripped
out all of the drawing code that was incompatible with t3d,
and botched it to work in the new version...
added scaling in colours and sizes, based on the range.
you need a picture for the elliptical plane, you either need the one from
the original resource (the plane picture needs to go in 'art' folder),
or need to manually point it to another file.
:edit: 9/9/2009 : added more controls for the control
and fixed default values
--(tested to work on t3d beta 4 + 5)--
the .h file
the .cpp file
put this in the play gui or another gui
kirk longendyke : sphere fix code
james laker (burning) : both 3d radar resources
http://www.garagegames.com/community/forums/viewthread/73196
http://www.garagegames.com/community/resources/view/16417
here is a screen shot (1.3mb)
http://2.bp.blogspot.com/_SplDgn8nyYc/SqXMVpdYyCI/AAAAAAAAAAc/oWgz_bMgwFE/s1600-h/screenshot_003-00000.png
yeah i basically stood on the shoulders of giants and ripped
out all of the drawing code that was incompatible with t3d,
and botched it to work in the new version...
added scaling in colours and sizes, based on the range.
you need a picture for the elliptical plane, you either need the one from
the original resource (the plane picture needs to go in 'art' folder),
or need to manually point it to another file.
:edit: 9/9/2009 : added more controls for the control
and fixed default values
--(tested to work on t3d beta 4 + 5)--
the .h file
//-----------------------------------------------------------------------------
// Torque Game Engine
// Copyright (C) GarageGames.com, Inc.
//-----------------------------------------------------------------------------
#ifndef _GUIRADARTSCTRL_H_
#define _GUIRADARTSCTRL_H_
//#ifndef _DGL_H_
//#include "dgl/dgl.h"
//#endif
#ifndef _GAME_H_
#include "app/game.h"
#endif
#ifndef _GUITSCONTROL_H_
#include "gui/3d/guiTSControl.h"
#endif
//----------------------------------------------------------------------------
class GuiRadarTSCtrl : public GuiTSCtrl
{
private:
typedef GuiTSCtrl Parent;
StringTableEntry mEllipticBitmap; // path to the bitmap for the horizontal plane
//TextureHandle mEllipticTextureHandle; // texture handle for the horizontal plane
GFXTexHandle mEllipticTextureHandle; // texture handle for the horizontal plane
GFXStateBlockRef mRenderObjectStuff; //new crap
ColorF mEllipticColor; // color to use when drawing the elliptic plane
ColorF mSphereColor; // color of the sphere
ColorF mBlipColor; // color for the radar 'blips'
ColorF mUnBlipColor; // color for the radar 'blips'
ColorF mvehBlipColor; // color for the radar 'blips'
ColorF mvehUnBlipColor; // color for the radar 'blips'
ColorF mStemColor; // color for the stems of the blips
F32 mRange; // range of the radar
F32 mBlipSize; // base size for the blips
F32 mCloseBlipSize; //close scale multiplyer for the blip
F32 mFarBlipSize; //far scale multiplyer for the blip
bool mSphereOn; //Turn the sphere On/Off
bool mStemsOn; //Turn the radar Lines On/Off
struct SortInfo
{
U32 idx;
F32 dot;
};
static int QSORT_CALLBACK alphaSort(const void* p1, const void* p2)
{
const SortInfo* ip1 = (const SortInfo*)p1;
const SortInfo* ip2 = (const SortInfo*)p2;
if(ip1->dot > ip2->dot)
return(1);
if(ip1->dot == ip2->dot)
return(0);
return(-1);
}
public:
GuiRadarTSCtrl();
bool processCameraQuery(CameraQuery *query);
void renderWorld(const RectI &updateRect);
static void initPersistFields();
bool onWake();
void onSleep();
// gets and sets
void setEllipticBitmap(const char *name);
void setRange(F32 range) { mRange = range; }
void SetBlipSize(F32 newblipsize) { mBlipSize = newblipsize; }
void SetCloseBlipSize(F32 newcloseblipsize) { mCloseBlipSize = newcloseblipsize; }
void SetFarBlipSize(F32 newfarblipsize) { mFarBlipSize = newfarblipsize; }
F32 getRange() { return mRange; }
void setEllipticColor(ColorF color) { mEllipticColor = color; }
void setSphereColor(ColorF color) { mSphereColor = color; }
void setBlipColor(ColorF color) { mBlipColor = color; }
void setUnBlipColor(ColorF color) { mUnBlipColor = color; }
void setvehBlipColor(ColorF color) { mvehBlipColor = color; }
void setvehUnBlipColor(ColorF color) { mvehUnBlipColor = color; }
void setStemColor(ColorF color) { mStemColor = color; }
DECLARE_CONOBJECT(GuiRadarTSCtrl);
};
#endifthe .cpp file
//-----------------------------------------------------------------------------
// Torque Game Engine
// Copyright (C) GarageGames.com, Inc.
//
// Class: GuiRadarTSCtrl
// A 3d spherical radar system, ideal for space and flight games
// If you've played Elite, you know the score :)
// uses some ideas from the GuiRadarCtrl by Matt "CaptFallout" Webster
// Guy Allard 2008
//-----------------------------------------------------------------------------
#include "t3d/hud/3dradar.h"
#include "console/consoleTypes.h"
#include "t3d/gameConnection.h"
#include "t3d/shapeBase.h"
#include "t3d/sphere.h"
#include "gfx/primBuilder.h"
#include "gfx/gfxDrawUtil.h"
#include "gfx/sim/debugDraw.h"
IMPLEMENT_CONOBJECT(GuiRadarTSCtrl);
// vertices for the quad used for rendering the elliptic plane
Point3F quadVerts[4]=
{
Point3F(-1, 1, 0),
Point3F(1, 1, 0),
Point3F(1, -1, 0),
Point3F(-1, -1, 0)
};
// texture coords for the quad
Point2F quadTexCoords[4] =
{
Point2F(0,0),
Point2F(1,0),
Point2F(1,1),
Point2F(0,1)
};
// sphere
static Sphere sphere(Sphere::Icosahedron);
//--------------------------------------------------------------------------
GuiRadarTSCtrl::GuiRadarTSCtrl()
{
mEllipticBitmap = StringTable->insert("");
mEllipticTextureHandle = NULL;
mEllipticColor.set(0.0, 0.75, 0.0, 0.75);
mSphereColor.set(0.0f, 0.5f, 0.0f, 0.0125f);
mBlipColor.set(1.0f, 0.0f, 0.0f, 0.75f);
mUnBlipColor.set(0.5f, 0.0f, 0.0f, 0.75f);
mvehBlipColor.set(0.0f, 1.0f, 0.0f, 0.75f);
mvehUnBlipColor.set(0.0f, 0.5f, 0.0f, 0.75f);
mStemColor.set(1.0f, 1.0f, 1.0f, 0.5f);
mCloseBlipSize = 0.75f;
mFarBlipSize = 0.5f;
mBlipSize = 1.0f;
mRange = 50.0f;
mSphereOn = true;
mStemsOn = true;
}
//---------------------------------------------------------------------------
void GuiRadarTSCtrl::initPersistFields()
{
Parent::initPersistFields();
addGroup("Radar");
addField("Bitmap", TypeFilename, Offset(mEllipticBitmap, GuiRadarTSCtrl));
addField("PlaneColor", TypeColorF, Offset(mEllipticColor, GuiRadarTSCtrl));
addField("blipColor", TypeColorF, Offset(mBlipColor, GuiRadarTSCtrl));
addField("unblipColor", TypeColorF, Offset(mUnBlipColor, GuiRadarTSCtrl));
addField("vehblipColor", TypeColorF, Offset(mvehBlipColor, GuiRadarTSCtrl));
addField("vehunblipColor", TypeColorF, Offset(mvehUnBlipColor, GuiRadarTSCtrl));
addField("BlipSize", TypeF32, Offset(mBlipSize, GuiRadarTSCtrl));
addField("CloseBlipSize", TypeF32, Offset(mCloseBlipSize, GuiRadarTSCtrl));
addField("FarBlipSize", TypeF32, Offset(mFarBlipSize, GuiRadarTSCtrl));
addField("StemsOn", TypeBool, Offset(mStemsOn, GuiRadarTSCtrl));
addField("stemColor", TypeColorF, Offset(mStemColor, GuiRadarTSCtrl));
addField("SphereOn", TypeBool, Offset(mSphereOn, GuiRadarTSCtrl));
addField("sphereColor", TypeColorF, Offset(mSphereColor, GuiRadarTSCtrl));
addField("range", TypeF32, Offset(mRange, GuiRadarTSCtrl));
endGroup("Radar");
}
//---------------------------------------------------------------------------
void GuiRadarTSCtrl::setEllipticBitmap(const char *name)
{
mEllipticBitmap = StringTable->insert(name);
if (*mEllipticBitmap)
{
//mEllipticTextureHandle = TextureHandle(mEllipticBitmap, BitmapTexture, true);
mEllipticTextureHandle.set(mEllipticBitmap, &GFXDefaultGUIProfile,"");
}
else
{
// Reset handles if UI object is hidden
mEllipticTextureHandle = NULL;
}
setUpdate();
}
//---------------------------------------------------------------------------
bool GuiRadarTSCtrl::onWake()
{
if (! Parent::onWake())
return false;
setActive(true);
setEllipticBitmap(mEllipticBitmap);
return true;
}
//--------------------------------------------------------------------------
void GuiRadarTSCtrl::onSleep()
{
mEllipticTextureHandle = NULL;
Parent::onSleep();
}
//---------------------------------------------------------------------------
// set up the camera position for rendering the sub-scene
bool GuiRadarTSCtrl::processCameraQuery(CameraQuery *camq)
{
// pretty hacky hardcoded values
// gives a reasonable viewing angle
camq->nearPlane = 0.1f; // near clip plane
camq->farPlane = 2000.0f; // far clip plane
camq->fov = M_PI/6; // field of view
MatrixF cam;
cam.set(EulerF(M_PI/8, 0, 0)); // rotation
cam.setColumn(3, Point3F(0, -4, 1.65)); // position
camq->cameraMatrix = cam;
return (true);
}
//---------------------------------------------------------------------------
// render the world that this control sees
void GuiRadarTSCtrl::renderWorld(const RectI &updateRect)
{
// Must have a connection
GameConnection* conn = GameConnection::getConnectionToServer();
if (!conn) return;
// Must have controlled object
//shapeBase* control = conn->getControlObject();
//edit :: shapeBase* control = conn->getControlObject();
//if (!control) return;
// Must have controlled object
GameBase * control = dynamic_cast<GameBase*>(conn->getControlObject());
if (!control) return;
// get the camera transform for the connection
MatrixF camMat;
conn->getControlCameraTransform(0,&camMat);
// get the position for use later
Point3F camPos = camMat.getPosition();
// invert the camera transform -
// this will then allow us to transform other objects into our own object space
camMat.inverse();
/*
//TGEA stuff
GFX->setBaseRenderState();
GFX->clearBitmapModulation();
GFX->setAlphaBlendEnable(true);
GFX->setZEnable(false);
GFX->setZWriteEnable(false);
GFX->setSrcBlend(GFXBlendSrcAlpha);
GFX->setDestBlend(GFXBlendInvSrcAlpha);
*/
// first draw the elliptic plane if we need to
if(mEllipticTextureHandle)
{
GFXTexHandle texture = (GFXTexHandle) mEllipticTextureHandle;
//RectI rect(offset, getExtent());
//GFX->getDrawUtil()->clearBitmapModulation();
GFX->getDrawUtil()->drawBitmapStretch(texture, updateRect);
//renderChildControls( offset, updateRect);
//GFX->setTextureStageColorOp( 0, GFXTOPModulate );
//GFX->setTextureStageColorOp( 1, GFXTOPDisable );
GFX->setTexture( 0, mEllipticTextureHandle );
PrimBuild::color4f(mEllipticColor.red,mEllipticColor.green,mEllipticColor.blue,mEllipticColor.alpha);
PrimBuild::begin(GFXTriangleFan, 4);
for(int i=0; i<4; i++)
{
PrimBuild::texCoord2f(quadTexCoords[i].x,quadTexCoords[i].y);
Point3F p = quadVerts[i];
PrimBuild::vertex3fv(p);
}
PrimBuild::end();
}
//GFX->getDrawUtil()->clearBitmapModulation();
if ( mRenderObjectStuff.isNull() )
{
GFXStateBlockDesc desca;
desca.setCullMode( GFXCullNone );
desca.setBlend(true, GFXBlendSrcAlpha, GFXBlendInvSrcAlpha);
desca.setZReadWrite( false, false );
mRenderObjectStuff = GFX->createStateBlock( desca );
}
GFX->setStateBlock(mRenderObjectStuff);
//GFX->setBaseRenderState();
//GFX->clearBitmapModulation();
//GFX->getDrawUtil()->clearBitmapModulation();
/*
// then the sphere
if (mSphereOn)
{
PrimBuild::color(mSphereColor);
const Sphere::TriangleMesh *sphereMesh = sphere.getMesh(4);
PrimBuild::begin(GFXTriangleStrip,sphereMesh->numPoly*3);
for(int i=0; i<sphereMesh->numPoly; i++)
{
Sphere::Triangle *tri = &sphereMesh->poly[i];
for(int j=0; j<3; j++)
{
PrimBuild::vertex3fv(tri->pnt[j]);
}
}
PrimBuild::end();
}
*/
if (mSphereOn)
{
const Sphere::TriangleMesh *sphereMesh = sphere.getMesh(2);
// sort the surfaces back->front
Vector<SortInfo> sortInfos;
sortInfos.setSize(sphereMesh->numPoly);
for(U32 i = 0; i < sphereMesh->numPoly; i++)
{
sortInfos[i].idx = i;
sortInfos[i].dot = mDot(Point3F(0.0f,-1.0f,0.0f), sphereMesh->poly[i].normal);
}
dQsort(sortInfos.address(), sortInfos.size(), sizeof(SortInfo), alphaSort);
//GFX->setAlphaBlendEnable( true );
//GFX->setSrcBlend( GFXBlendSrcAlpha );
//GFX->setDestBlend( GFXBlendInvSrcAlpha );
PrimBuild::color(mSphereColor);
PrimBuild::begin(GFXTriangleStrip,sphereMesh->numPoly*3);
for(int i=0; i<sphereMesh->numPoly; i++)
{
//Sphere::Triangle *tri = &sphereMesh->poly[i];
Sphere::Triangle * tri = &sphereMesh->poly[sortInfos[i].idx];
for( S32 j = 2; j >= 0; j-- )
{
PrimBuild::vertex3fv(tri->pnt[j]);
}
}
PrimBuild::end();
//GFX->setAlphaBlendEnable( false );
}
//GFX->setBaseRenderState();
//GFX->clearBitmapModulation();
// Now do the radar signatures
// Go through all ghosted objects on connection (client-side)
for (SimSetIterator itr(conn); *itr; ++itr)
{
// Make sure that the object is a shapebase object
if ((*itr)->getType() & ShapeBaseObjectType)
{
ShapeBase* shape = static_cast<ShapeBase*>(*itr);
// Make sure that the object isn't the client
if (shape != control /*&& shape->getShapeName()*/)
{
// Make sure the shapebase object is a player (or Vehicle)
if (shape->getType() & ( PlayerObjectType | VehicleObjectType) )
{
// get position of object
Point3F objPos = shape->getPosition();
// get vector between object and observer
Point3F objVec = objPos - camPos;
// don't draw if outside of current radar range
if(objVec.lenSquared() > (mRange * mRange))
continue;
F32 colorscale = sqrt(objVec.lenSquared());
colorscale /= mRange;
// transform it into the coordinate space of the viewer
camMat.mulP(objPos);
// scale it according to the current radar range
objPos /= mRange;
// compress the z transform a bit, just for looks
objPos.z *= 0.5f;
/*
// draw the blip
PrimBuild::color(mBlipColor);
PrimBuild::begin(GFXPointList,1);
PrimBuild::vertex3fv(objPos);
PrimBuild::end();
*/
// Now do the radar signatures
// firstly, we will be drawing billboards, so get the current world transform matrix
MatrixF worldMat = GFX->getWorldMatrix();
// extract the up and right vectors
Point3F up;
Point3F right;
worldMat.getRow(0,&right);
worldMat.getRow(2,&up);
right.normalize();
up.normalize();
// then build the coordinates that we'll use for the billboards
// oops, another hard coded value, ah well...
// blip close and blip far nm might be backwards :: check this
right *= mBlipSize * (mCloseBlipSize - (mFarBlipSize * colorscale)) * 0.1f; //0.05f *
up *= mBlipSize * (mCloseBlipSize - (mFarBlipSize * colorscale)) * 0.1f; //0.05f *
// new colours are here // // // // // // //
//
// far color and near color(un)
//
// un color is closer to white (1,1,1)
//
if(shape->getType() & PlayerObjectType )
{
F32 temred;
F32 temgre;
F32 temblu;
F32 temalp;
temred = mUnBlipColor.red - mBlipColor.red;
temgre = mUnBlipColor.green - mBlipColor.green;
temblu = mUnBlipColor.blue - mBlipColor.blue;
temalp = mUnBlipColor.alpha - mBlipColor.alpha;
temred = mBlipColor.red + (temred*colorscale);
temgre = mBlipColor.green + (temgre*colorscale);
temblu = mBlipColor.blue + (temblu*colorscale);
temalp = mBlipColor.alpha + (temalp*colorscale);
// divides all the colours up, gets the un color and multiplies by the scale (0<>1)
// and adds that to the blip color
// so it should scale from the un blip color to the blip color by the scale amount
PrimBuild::color4f(temred, temgre, temblu, temalp); //PrimBuild::color(mUnBlipColor);
}
else
{
//VehicleObjectType
F32 vehtemred;
F32 vehtemgre;
F32 vehtemblu;
F32 vehtemalp;
vehtemred = mvehUnBlipColor.red - mvehBlipColor.red;
vehtemgre = mvehUnBlipColor.green - mvehBlipColor.green;
vehtemblu = mvehUnBlipColor.blue - mvehBlipColor.blue;
vehtemalp = mvehUnBlipColor.alpha - mvehBlipColor.alpha;
vehtemred = mvehBlipColor.red + (vehtemred*colorscale);
vehtemgre = mvehBlipColor.green + (vehtemgre*colorscale);
vehtemblu = mvehBlipColor.blue + (vehtemblu*colorscale);
vehtemalp = mvehBlipColor.alpha + (vehtemalp*colorscale);
PrimBuild::color4f(vehtemred, vehtemgre, vehtemblu, vehtemalp); //PrimBuild::color(mUnBlipColor);
// PrimBuild::color(mvehBlipColor); // primbuild::color(mvehunblipcolor);
}
PrimBuild::begin(GFXTriangleStrip, 4);
PrimBuild::texCoord2f(quadTexCoords[0].x, quadTexCoords[0].y);
PrimBuild::vertex3fv(objPos - right + up);
PrimBuild::texCoord2f(quadTexCoords[1].x, quadTexCoords[1].y);
PrimBuild::vertex3fv(objPos + right + up);
PrimBuild::texCoord2f(quadTexCoords[2].x, quadTexCoords[2].y);
PrimBuild::vertex3fv(objPos - right - up);
PrimBuild::texCoord2f(quadTexCoords[3].x, quadTexCoords[3].y);
PrimBuild::vertex3fv(objPos + right - up);
PrimBuild::end();
// draw a line from the blip to the elliptic
// end point of line
if (mStemsOn)
{
Point3F endPos = objPos;
endPos.z = 0;
// draw the line
PrimBuild::color(mStemColor);
PrimBuild::begin(GFXLineStrip,2);
PrimBuild::vertex3fv(objPos);
PrimBuild::vertex3fv(endPos);
PrimBuild::end();
}
}
}
}
}
//GFX->setZWriteEnable( true );
//GFX->setZEnable( true );
//GFX->setAlphaTestEnable( false );
//GFX->setBaseRenderState();
}
//------------------------------------------------------------------------
// script interface
ConsoleMethod( GuiRadarTSCtrl, setEllipticBitmap, void, 3, 3, "(string filename)"
"Set the bitmap for the horizontal plane of the control.")
{
object->setEllipticBitmap(argv[2]);
}
ConsoleMethod( GuiRadarTSCtrl, SetRange, void, 3, 3, "(float)"
"Sets the Range of the the control. Default is 250")
{
object->setRange(dAtof(argv[2]));
}
ConsoleMethod( GuiRadarTSCtrl, SetBlipSize, void, 3, 3, "(float)"
"Sets the blipsize of the the control. Default is 1")
{
object->SetBlipSize(dAtof(argv[2]));
}
ConsoleMethod( GuiRadarTSCtrl, SetCloseBlipSize, void, 3, 3, "(float)"
"Sets the closeblipsize of the the control. Default is 0.75")
{
object->SetCloseBlipSize(dAtof(argv[2]));
}
ConsoleMethod( GuiRadarTSCtrl, SetFarBlipSize, void, 3, 3, "(float)"
"Sets the farblipsize of the the control. Default is 0.5")
{
object->SetFarBlipSize(dAtof(argv[2]));
}
ConsoleMethod( GuiRadarTSCtrl, getRange, F32, 2, 2, "()"
"gets the current range of the control")
{
return object->getRange();
}
ConsoleMethod( GuiRadarTSCtrl, setEllipticColor, void, 3, 3, "(Color)"
"set the color of the horizontal plane")
{
ColorF color;
dSscanf(argv[2], "%g %g %g %g", &color.red, &color.green, &color.blue, &color.alpha);
object->setEllipticColor(color);
}
ConsoleMethod( GuiRadarTSCtrl, setSphereColor, void, 3, 3, "(Color)"
"set the color of the sphere")
{
ColorF color;
dSscanf(argv[2], "%g %g %g %g", &color.red, &color.green, &color.blue, &color.alpha);
object->setSphereColor(color);
}
ConsoleMethod( GuiRadarTSCtrl, setBlipColor, void, 3, 3, "(Color)"
"set the color of the radar blips")
{
ColorF color;
dSscanf(argv[2], "%g %g %g %g", &color.red, &color.green, &color.blue, &color.alpha);
object->setBlipColor(color);
}
ConsoleMethod( GuiRadarTSCtrl, setUnBlipColor, void, 3, 3, "(Color)"
"set the color of the radar blips")
{
ColorF color;
dSscanf(argv[2], "%g %g %g %g", &color.red, &color.green, &color.blue, &color.alpha);
object->setUnBlipColor(color);
}
ConsoleMethod( GuiRadarTSCtrl, setvehBlipColor, void, 3, 3, "(Color)"
"set the color of the radar blips")
{
ColorF color;
dSscanf(argv[2], "%g %g %g %g", &color.red, &color.green, &color.blue, &color.alpha);
object->setvehBlipColor(color);
}
ConsoleMethod( GuiRadarTSCtrl, setvehUnBlipColor, void, 3, 3, "(Color)"
"set the color of the radar blips")
{
ColorF color;
dSscanf(argv[2], "%g %g %g %g", &color.red, &color.green, &color.blue, &color.alpha);
object->setvehUnBlipColor(color);
}
ConsoleMethod( GuiRadarTSCtrl, setStemColor, void, 3, 3, "(Color)"
"set the color of the blip lines")
{
ColorF color;
dSscanf(argv[2], "%g %g %g %g", &color.red, &color.green, &color.blue, &color.alpha);
object->setStemColor(color);
}put this in the play gui or another gui
new GuiRadarTSCtrl(Radar) {
cameraZRot = "0";
forceFOV = "0";
reflectPriority = "1";
Margin = "0 0 0 0";
Padding = "0 0 0 0";
AnchorTop = "1";
AnchorBottom = "0";
AnchorLeft = "1";
AnchorRight = "0";
isContainer = "0";
Profile = "GuiDefaultProfile";
HorizSizing = "right";
VertSizing = "bottom";
Position = "9 2";
Extent = "149 152";
MinExtent = "8 2";
canSave = "1";
Visible = "1";
tooltipprofile = "GuiToolTipProfile";
hovertime = "1000";
canSaveDynamicFields = "0";
Bitmap = "art/radar3D.png";
PlaneColor = "0 0.3 1 0.75";
blipColor = "1 0 0 1";
unblipColor = "0.5 0 0 0.5";
vehblipColor = "0 1 0 1";
vehunblipColor = "0 0.5 0 0.5";
BlipSize = "1";
CloseBlipSize = "0.75";
FarBlipSize = "0.5";
StemsOn = "1";
stemColor = "1 1 1 1";
SphereOn = "1";
sphereColor = "0 0 0.5 0.0125";
range = "50";
};About the author
#3
thanks !
to post #2 :
yeah i'm not sure what you are doing wrong, sounds like you are copying the code, but have not inluded the actual files into your project.
or something like that.
i just tested this on a fresh version with no errors, so i'm not sure what is going wrong.
when it is working, its in the 'categorized' palette menu, under 3d>GuiRadarTSCtrl
09/09/2009 (4:53 am)
to post #1 : thanks !
to post #2 :
yeah i'm not sure what you are doing wrong, sounds like you are copying the code, but have not inluded the actual files into your project.
or something like that.
i just tested this on a fresh version with no errors, so i'm not sure what is going wrong.
when it is working, its in the 'categorized' palette menu, under 3d>GuiRadarTSCtrl
#4
Next I opened the project solution file, added those two files in the gui/3d directory in Visual Studio 2005, and built it.
It built without errors, but when I started up T3D, it gave me that 'Unable to instantiate' error.
09/09/2009 (6:56 am)
What I did was to copy the code, add them to the files guiRadarTSCtrl.cpp and .h, placed them in the gui/3d folder, and changed the .cpp file to point to the correct .h file.Next I opened the project solution file, added those two files in the gui/3d directory in Visual Studio 2005, and built it.
It built without errors, but when I started up T3D, it gave me that 'Unable to instantiate' error.
#5
09/10/2009 (3:18 am)
Did I miss out any steps in the building process?
#6
no that sounds all correct, and i'm not sure where the problem is.
i built it on v.s. 2008, but i don't think thats the issue.
i will have a look into this the next chance i get,
i'm no expert though...
[edit]
sounds like it might be a similar bug to this :
http://www.garagegames.com/community/resources/view/17413/1#comment-127563
that was caused by multiple versions of directX...
[/edit]
09/14/2009 (12:19 am)
sorry for the late reply,no that sounds all correct, and i'm not sure where the problem is.
i built it on v.s. 2008, but i don't think thats the issue.
i will have a look into this the next chance i get,
i'm no expert though...
[edit]
sounds like it might be a similar bug to this :
http://www.garagegames.com/community/resources/view/17413/1#comment-127563
that was caused by multiple versions of directX...
[/edit]
#7
12/28/2009 (2:54 pm)
ty for the new radar code, it works fine on T3D Alpha.
#8
01/08/2010 (5:53 pm)
I love a nice portable resource like this; no modification to existing files, lots of commentary left in to describe the changes from TGEA->T3D, not to mention that it provides a nice template for how to handle 3D GUI components for T3D. Thanks. =)
#9
AND
guiRadarTSCtrl with icon for Objects

08/13/2010 (1:14 am)
Update for T3D 1.1 Beta 2 with Ryan Mick Sphere Fix.AND
guiRadarTSCtrl with icon for Objects

#10
I can't take credit for much, if any, of this - it is merely a collection of all the previous ports, etc, along with a couple of small fixes that I caught myself when implementing in 1.1 Final.
So for anyone trying to get this running in 1.1 Final, here is the skinny:
Most recent version of the resource I could find is in this thread, in the post above (download the ZIP file and use the enclosed assets/images, but use the engine source below instead of what's included in the ZIP).
Add this file (guiRadarTSCtrl.h) to your project, in the T3D folder of the source:
END of guiRadarTSCtrl.h
... continued in next post
11/04/2011 (9:35 am)
Updated for 1.1 Final, because someone was asking and I did not see a newer update than above anywhere...I can't take credit for much, if any, of this - it is merely a collection of all the previous ports, etc, along with a couple of small fixes that I caught myself when implementing in 1.1 Final.
So for anyone trying to get this running in 1.1 Final, here is the skinny:
Most recent version of the resource I could find is in this thread, in the post above (download the ZIP file and use the enclosed assets/images, but use the engine source below instead of what's included in the ZIP).
Add this file (guiRadarTSCtrl.h) to your project, in the T3D folder of the source:
//-----------------------------------------------------------------------------
// Torque Game Engine
// Copyright (C) GarageGames.com, Inc.
//-----------------------------------------------------------------------------
#ifndef _GUIRADARTSCTRL_H_
#define _GUIRADARTSCTRL_H_
#ifndef _GUITSCONTROL_H_
#include "gui/3d/guiTSControl.h"
#endif
#ifndef _GFXTEXTUREHANDLE_H_
#include "gfx/gfxTextureHandle.h"
#endif
//----------------------------------------------------------------------------
class GuiRadarTSCtrl : public GuiTSCtrl
{
private:
typedef GuiTSCtrl Parent;
StringTableEntry mEllipticBitmap; // path to the bitmap for the horizontal plane
GFXTexHandle mEllipticTextureHandle; // texture handle for the horizontal plane
StringTableEntry mBlipBitmap; // path to the bitmap we'll use for the blips
GFXTexHandle mBlipTextureHandle; // texture handle for the blip texture
StringTableEntry mTargetBlipBitmap; // path to the bitmap we'll use for the blips
GFXTexHandle mTargetBlipTextureHandle; // texture handle for the blip texture
S32 mSphereDetail;
ColorF mEllipticColor; // color to use when drawing the elliptic plane
ColorF mSphereColor; // color of the sphere
ColorF mBlipColor; // color for the radar 'blips'
ColorF mUnBlipColor; // color for the radar 'blips'
ColorF mvehBlipColor; // color for the radar 'blips'
ColorF mvehUnBlipColor; // color for the radar 'blips'
ColorF mStemColor; // color for the stems of the blips
F32 mRange; // range of the radar
F32 mBlipSize; // base size for the blips
char mTargetShapeName[32]; //This keeps the name of the locked target
public:
GuiRadarTSCtrl();
bool processCameraQuery(CameraQuery *query);
void renderWorld(const RectI &updateRect);
static void initPersistFields();
bool onWake();
void onSleep();
// gets and sets
void setEllipticBitmap(const char *name);
void setBlipBitmap(const char *name);
void setRange(F32 range) { mRange = range; }
F32 getRange() { return mRange; }
void setEllipticColor(ColorF color) { mEllipticColor = color; }
void setSphereColor(ColorF color) { mSphereColor = color; }
void setBlipColor(ColorF color) { mBlipColor = color; }
void setUnBlipColor(ColorF color) { mUnBlipColor = color; }
void setvehBlipColor(ColorF color) { mvehBlipColor = color; }
void setvehUnBlipColor(ColorF color) { mvehUnBlipColor = color; }
void setStemColor(ColorF color) { mStemColor = color; }
void setTarget(const char *TargetShapeBaseName);
DECLARE_CONOBJECT(GuiRadarTSCtrl);
};
#endifEND of guiRadarTSCtrl.h
... continued in next post
#11
Next, add this file (guiRadarTSCtrl.cpp) to your project, also in the T3D folder of the source where you put the .h file above:
... continued in next post
11/04/2011 (9:43 am)
Next, add this file (guiRadarTSCtrl.cpp) to your project, also in the T3D folder of the source where you put the .h file above:
//-----------------------------------------------------------------------------
// Torque Game Engine
// Copyright (C) GarageGames.com, Inc.
//-----------------------------------------------------------------------------
// Class: GuiRadarTSCtrl for TGEA
// Tested with TGEA 1.0.3
// A 3d Spherical Radar system, ideal for space and flight games
// If you've played Elite, you know the score :)
// Uses some ideas from the GuiRadarCtrl by Matt "CaptFallout" Webster
// Guy Allard 2008
//-----------------------------------------------------------------------------
// Upgraded and cleaned by James Laker
//-----------------------------------------------------------------------------
#include "platform/platform.h"
#include "gui/core/guiControl.h"
#include "gfx/gfxDrawUtil.h"
#include "T3D/player.h"
#include "console/console.h"
#include "gfx/gfxDevice.h"
#include "app/game.h"
#include "T3D/ShapeBase.h"
#include "guiRadarTSCtrl.h"
#include "console/consoleTypes.h"
#include "T3D/gameBase/gameConnection.h"
#include "T3D/shapeBase.h"
#include "T3D/sphere.h"
#include "gfx/primBuilder.h"
IMPLEMENT_CONOBJECT(GuiRadarTSCtrl);
// vertices for the quad used for rendering the elliptic plane
static const Point3F planeVerts[4]=
{
Point3F(-1, 1, 0),
Point3F(1, 1, 0),
Point3F(-1, -1, 0),
Point3F(1, -1, 0)
};
// and these are for the blip billboards
static const Point3F quadVerts[4]=
{
Point3F(-1, 0, 1),
Point3F(1, 0, 1),
Point3F(-1, 0, -1),
Point3F(1, 0, -1)
};
// texture coords for the quads (when drawn as a trianglestrip)
static const Point2F quadTexCoords[4] =
{
Point2F(0,0),
Point2F(1,0),
Point2F(0,1),
Point2F(1,1)
};
// sphere
static Sphere sphere(Sphere::Icosahedron);
//--------------------------------------------------------------------------
GuiRadarTSCtrl::GuiRadarTSCtrl()
{
mSphereDetail = 2;
// textures
mEllipticBitmap = StringTable->insert("");
mEllipticTextureHandle = NULL;
mBlipBitmap = StringTable->insert("");
mBlipTextureHandle = NULL;
mTargetBlipBitmap = StringTable->insert("");
mTargetBlipTextureHandle = NULL;
strcpy(mTargetShapeName,"");
// colors
mEllipticColor.set(0.0, 0.75, 0.0, 0.75);
mSphereColor.set(0.0f, 0.5f, 0.0f, 0.25f);
mBlipColor.set(1.0f, 1.0f, 1.0f, 1.0f);
mUnBlipColor.set(0.5f, 0.0f, 0.0f, 0.75f);
mvehBlipColor.set(0.0f, 1.0f, 0.0f, 0.75f);
mvehUnBlipColor.set(0.0f, 0.5f, 0.0f, 0.75f);
mStemColor.set(1.0f, 1.0f, 1.0f, 1.0f);
// range
mRange = 50.0f;
// blip size
mBlipSize = 1.0f;
}... continued in next post
#12
... continued in next post
11/04/2011 (9:45 am)
//---------------------------------------------------------------------------
void GuiRadarTSCtrl::initPersistFields()
{
Parent::initPersistFields();
addGroup("Radar");
addField("PlaneBitmap", TypeFilename, Offset(mEllipticBitmap, GuiRadarTSCtrl));
addField("PlaneColor", TypeColorF, Offset(mEllipticColor, GuiRadarTSCtrl));
addField("BlipBitmap", TypeFilename, Offset(mBlipBitmap, GuiRadarTSCtrl));
addField("BlipColor", TypeColorF, Offset(mBlipColor, GuiRadarTSCtrl));
addField("unblipColor", TypeColorF, Offset(mUnBlipColor, GuiRadarTSCtrl));
addField("vehblipColor", TypeColorF, Offset(mvehBlipColor, GuiRadarTSCtrl));
addField("vehunblipColor", TypeColorF, Offset(mvehUnBlipColor, GuiRadarTSCtrl));
addField("BlipSize", TypeF32, Offset(mBlipSize, GuiRadarTSCtrl));
addField("StemColor", TypeColorF, Offset(mStemColor, GuiRadarTSCtrl));
addField("SphereColor", TypeColorF, Offset(mSphereColor, GuiRadarTSCtrl));
addField("SphereDetail", TypeS32, Offset(mSphereDetail, GuiRadarTSCtrl));
addField("Range", TypeF32, Offset(mRange, GuiRadarTSCtrl));
endGroup("Radar");
}
void GuiRadarTSCtrl::setTarget(const char *TargetShapeBaseName)
{
if (*TargetShapeBaseName)
strcpy(mTargetShapeName,TargetShapeBaseName);
}
//---------------------------------------------------------------------------
void GuiRadarTSCtrl::setEllipticBitmap(const char *name)
{
mEllipticBitmap = StringTable->insert(name);
if (*mEllipticBitmap)
mEllipticTextureHandle = GFXTexHandle(mEllipticBitmap, &GFXDefaultStaticDiffuseProfile, "Adescription");
//mEllipticTextureHandle = GFXTexHandle(mEllipticBitmap, &GFXDefaultStaticDiffuseProfile);
else
// Reset handles if UI object is hidden
mEllipticTextureHandle = NULL;
setUpdate();
}
//---------------------------------------------------------------------------
void GuiRadarTSCtrl::setBlipBitmap(const char *name)
{
mBlipBitmap = StringTable->insert(name);
if (*mBlipBitmap)
mBlipTextureHandle = GFXTexHandle(mBlipBitmap, &GFXDefaultStaticDiffuseProfile, "Adescription");
//mBlipTextureHandle = GFXTexHandle(mBlipBitmap, &GFXDefaultStaticDiffuseProfile);
else
// Reset handles if UI object is hidden
mBlipTextureHandle = NULL;
setUpdate();
}
//---------------------------------------------------------------------------
bool GuiRadarTSCtrl::onWake()
{
if (! Parent::onWake())
return false;
setActive(true);
setEllipticBitmap(mEllipticBitmap);
setBlipBitmap(mBlipBitmap);
return true;
}
//--------------------------------------------------------------------------
void GuiRadarTSCtrl::onSleep()
{
mEllipticTextureHandle = NULL;
mBlipTextureHandle = NULL;
Parent::onSleep();
}
//---------------------------------------------------------------------------
// set up the camera position for rendering the 3D scene within this control
bool GuiRadarTSCtrl::processCameraQuery(CameraQuery *camq)
{
// pretty hacky hardcoded values
// gives a reasonable viewing angle
camq->nearPlane = 0.1f; // near clip plane
camq->farPlane = 20.0f; // far clip plane
camq->fov = (F32)M_PI/6; // field of view
MatrixF cam;
cam.set(EulerF((F32)M_PI/8, 0, 0)); // rotation
cam.setColumn(3, Point3F(0, -4, 1.65f)); // position
camq->cameraMatrix = cam;
return (true);
}... continued in next post
#13
... continued in next post
11/04/2011 (9:47 am)
//---------------------------------------------------------------------------
// render the world that this control sees
void GuiRadarTSCtrl::renderWorld(const RectI &updateRect)
{
// Must have a connection
GameConnection* conn = GameConnection::getConnectionToServer();
if (!conn) return;
// Must have controlled object
GameBase * control = dynamic_cast<GameBase*>(conn->getControlObject());
if (!control) return;
// get the camera transform for the connection
MatrixF camMat;
conn->getControlCameraTransform(0,&camMat);
// get the position for use later
Point3F camPos = camMat.getPosition();
// invert the camera transform -
// this will then allow us to transform other objects into our own object space
camMat.inverse();
GFXStateBlockDesc desc;
desc.zEnable = false;
desc.ffLighting = false;
desc.setCullMode( GFXCullNone );
desc.setBlend(true, GFXBlendSrcAlpha, GFXBlendInvSrcAlpha);
desc.samplers[0].textureColorOp = GFXTOPModulate;
desc.samplers[1].textureColorOp = GFXTOPDisable;
GFXStateBlockRef myState = GFX->createStateBlock(desc);
GFX->setStateBlock(myState);
// first draw the elliptic plane if we need to
if(mEllipticTextureHandle)
{
GFXTextureObject *texture = mEllipticTextureHandle;
GFX->setTexture(0, texture);
PrimBuild::color(mEllipticColor);
PrimBuild::begin(GFXTriangleStrip, 4);
for(int i=0; i<4; i++)
{
PrimBuild::texCoord2f(quadTexCoords[i].x, quadTexCoords[i].y);
PrimBuild::vertex3fv(planeVerts[i]);
}
PrimBuild::end();
}
if (mSphereDetail > 4)
mSphereDetail = 4;
// then the sphere
const Sphere::TriangleMesh *sphereMesh = sphere.getMesh(mSphereDetail); // sphere.getMesh(2) gives a slighty 'chunky' sphere - go higher if you can handle the framerate hit
S32 numPoly = sphereMesh->numPoly;
S32 totalPoly = 0;
GFXVertexBufferHandle<GFXVertexPC> verts(GFX, numPoly*3, GFXBufferTypeVolatile);
verts.lock();
S32 vertexIndex = 0;
for (S32 i=0; i<numPoly; i++)
{
totalPoly++;
verts[vertexIndex].point = sphereMesh->poly[i].pnt[0];
verts[vertexIndex].color = mSphereColor;
vertexIndex++;
verts[vertexIndex].point = sphereMesh->poly[i].pnt[1];
verts[vertexIndex].color = mSphereColor;
vertexIndex++;
verts[vertexIndex].point = sphereMesh->poly[i].pnt[2];
verts[vertexIndex].color = mSphereColor;
vertexIndex++;
}
verts.unlock();
GFXStateBlockDesc desc2;
desc2.setCullMode(GFXCullNone);
desc2.zEnable = false;
desc2.setBlend(true, GFXBlendSrcAlpha, GFXBlendInvSrcAlpha);
GFX->setStateBlockByDesc( desc2 );
GFX->setupGenericShaders( GFXDevice::GSColor );
GFX->setVertexBuffer( verts );
GFX->drawPrimitive( GFXTriangleList, 0, totalPoly );
GFX->setStateBlockByDesc( desc );
GFX->setupGenericShaders();
// Now do the radar signatures
// firstly, we will be drawing billboards, so get the current world transform matrix
MatrixF worldMat = GFX->getWorldMatrix();
// extract the up and right vectors
Point3F up;
Point3F right;
worldMat.getRow(0,&right);
worldMat.getRow(2,&up);
right.normalize();
up.normalize();
// then build the coordinates that we'll use for the billboards
// oops, another hard coded value, ah well...
right *= mBlipSize * 0.05f;
up *= mBlipSize * 0.05f;
// set up the texture that we'll use for the blips
// is this the correct way to do it???
GFXTextureObject *texture = mBlipTextureHandle;
GFXTextureObject *targetTexture = mTargetBlipTextureHandle;... continued in next post
#14
... continued in next post
11/04/2011 (9:48 am)
// Go through all ghosted objects on connection (client-side)
for (SimSetIterator itr(conn); *itr; ++itr)
{
// Make sure that the object is a shapebase object
//if ((*itr)->getTypeMask() & ShapeBaseObjectType)
//{
ShapeBase* shape = dynamic_cast<ShapeBase*>(*itr);
// Make sure that the object isn't the client
if ( shape ) {
if (shape != control)
{
// Make sure the shapebase object is a player (or Vehicle)
if (shape->getTypeMask() & ( PlayerObjectType | VehicleObjectType ) )
{
// get position of object
Point3F objPos = shape->getPosition();
// get vector between object and observer
Point3F objVec = objPos - camPos;
// don't draw if outside of current radar range
if(objVec.lenSquared() > (mRange * mRange))
continue;
// transform it into the coordinate space of the viewer
camMat.mulP(objPos);
// scale it according to the current radar range
objPos /= mRange;
// compress the z transform a bit, just for looks
//objPos.z *= 0.5f;
if (!strcmp(mTargetShapeName,""))
GFX->setTexture(0, targetTexture);
else
GFX->setTexture(0, texture);
// draw the blip
// unfortunately, DX doesn't appear to allow specification of point size or line width like opengl
// SO, lets build a quad using the view aligned coordinates we generated earlier....
desc.samplers[0].textureColorOp = GFXTOPModulate;
//GFX->setTextureStageColorOp(0, GFXTOPModulate);
if (shape->getTypeMask() & ( PlayerObjectType ) )
{
PrimBuild::color(mBlipColor);
} else {
PrimBuild::color(mvehBlipColor);
}
PrimBuild::begin(GFXTriangleStrip, 4);
PrimBuild::texCoord2f(quadTexCoords[0].x, quadTexCoords[0].y);
PrimBuild::vertex3fv(objPos - right + up);
PrimBuild::texCoord2f(quadTexCoords[1].x, quadTexCoords[1].y);
PrimBuild::vertex3fv(objPos + right + up);
PrimBuild::texCoord2f(quadTexCoords[2].x, quadTexCoords[2].y);
PrimBuild::vertex3fv(objPos - right - up);
PrimBuild::texCoord2f(quadTexCoords[3].x, quadTexCoords[3].y);
PrimBuild::vertex3fv(objPos + right - up);
PrimBuild::end();
// draw a line from the blip to the elliptic - will have to use quads if you want a line thicker than 1px
// end point of line
Point3F endPos = objPos;
endPos.z = 0;
// draw the line
desc.samplers[1].textureColorOp = GFXTOPDisable;
//GFX->setTextureStageColorOp(0, GFXTOPDisable);
PrimBuild::color(mStemColor);
PrimBuild::begin(GFXLineList, 2);
PrimBuild::vertex3fv(objPos);
PrimBuild::vertex3fv(endPos);
PrimBuild::end();
}
}
}
}
// all done
GFX->setClipRect(updateRect);
}... continued in next post
#15
END of guiRadarTSCtrl.cpp
... continued in next post
11/04/2011 (9:49 am)
//------------------------------------------------------------------------
// script interface
ConsoleMethod( GuiRadarTSCtrl, setEllipticBitmap, void, 3, 3, "(string filename)"
"Set the bitmap for the horizontal plane of the control.")
{
object->setEllipticBitmap(argv[2]);
}
ConsoleMethod( GuiRadarTSCtrl, SetRange, void, 3, 3, "(float)"
"Sets the Range of the the control. Default is 250")
{
object->setRange(dAtof(argv[2]));
}
ConsoleMethod( GuiRadarTSCtrl, getRange, F32, 2, 2, "()"
"gets the current range of the control")
{
return object->getRange();
}
ConsoleMethod( GuiRadarTSCtrl, setEllipticColor, void, 3, 3, "(Color)"
"set the color of the horizontal plane")
{
ColorF color;
dSscanf(argv[2], "%g %g %g %g", &color.red, &color.green, &color.blue, &color.alpha);
object->setEllipticColor(color);
}
ConsoleMethod( GuiRadarTSCtrl, setSphereColor, void, 3, 3, "(Color)"
"set the color of the sphere")
{
ColorF color;
dSscanf(argv[2], "%g %g %g %g", &color.red, &color.green, &color.blue, &color.alpha);
object->setSphereColor(color);
}
ConsoleMethod( GuiRadarTSCtrl, setBlipColor, void, 3, 3, "(Color)"
"set the color of the radar blips")
{
ColorF color;
dSscanf(argv[2], "%g %g %g %g", &color.red, &color.green, &color.blue, &color.alpha);
object->setBlipColor(color);
}
ConsoleMethod( GuiRadarTSCtrl, setStemColor, void, 3, 3, "(Color)"
"set the color of the blip lines")
{
ColorF color;
dSscanf(argv[2], "%g %g %g %g", &color.red, &color.green, &color.blue, &color.alpha);
object->setStemColor(color);
}
ConsoleMethod( GuiRadarTSCtrl, setTarget, void, 2, 3, "(str Target ShapebaseName)"
"Set the target ShapeBaseName, if no Target is sent it is cleared.")
{
if (argv[2])
object->setTarget(argv[2]);
else
object->setTarget("");
}END of guiRadarTSCtrl.cpp
... continued in next post
#16
In your PlayGUI or other GUI, put this to create the object (adjust the PlaneBitmap line to point to where you placed the images for the radar):
That should do it I think... Please post if it does not work, as I may have missed something. But the resource works fine in our installation of AFX 2.0 for T3D 1.1 Final, using this code, so hopefully it should work for you as well.
Note that this radar works well alongside the standard Compass resource, so for example you can have the Compass as the default radar when walking, but when you mount a flying vehicle it hides the Compass and shows the 3D Radar instead.
I can also post the current working code for the Compass if anyone needs it, just let me know.
Happy hunting!
11/04/2011 (9:53 am)
That's it for the engine changes...In your PlayGUI or other GUI, put this to create the object (adjust the PlaneBitmap line to point to where you placed the images for the radar):
new GuiRadarTSCtrl(Radar3D) {
cameraZRot = "0";
forceFOV = "0";
reflectPriority = "1";
margin = "0 0 0 0";
padding = "0 0 0 0";
anchorTop = "1";
anchorBottom = "0";
anchorLeft = "1";
anchorRight = "0";
position = "832 384";
extent = "192 191";
minExtent = "8 2";
horizSizing = "relative";
vertSizing = "relative";
profile = "GuiDefaultProfile";
visible = "0";
active = "1";
tooltipProfile = "GuiToolTipProfile";
hovertime = "1000";
isContainer = "0";
hidden = "1";
canSave = "1";
canSaveDynamicFields = "0";
PlaneBitmap = "art/gui/radar/radar3D.png";
PlaneColor = "0.321569 0.498039 0.858824 0.75";
BlipColor = "1 0 0 1";
unblipColor = "0.5 0 0 0.75";
vehblipColor = "0 1 0 0.75";
vehunblipColor = "0 0.5 0 0.75";
BlipSize = "0.75";
StemColor = "1 1 1 1";
SphereColor = "0 0.0941177 1 0.0125";
SphereDetail = "2";
range = "1000";
};That should do it I think... Please post if it does not work, as I may have missed something. But the resource works fine in our installation of AFX 2.0 for T3D 1.1 Final, using this code, so hopefully it should work for you as well.
Note that this radar works well alongside the standard Compass resource, so for example you can have the Compass as the default radar when walking, but when you mount a flying vehicle it hides the Compass and shows the 3D Radar instead.
I can also post the current working code for the Compass if anyone needs it, just let me know.
Happy hunting!
#17
11/04/2011 (10:29 am)
Ty Paul, i think this will help much. As soon as i get the time, i will test this:)
#18
11/04/2011 (1:37 pm)
Paul, it would have been much better if you simply archived up those files to a zip file and uploaded it somewhere, and then linked it here instead of the multiple forum posts. ;)
#19
torque.abigholeintheweb.com/public_system/
or
abighole.hngamers.com/public_system/
11/04/2011 (1:42 pm)
Like torque.abigholeintheweb.com/public_system/
or
abighole.hngamers.com/public_system/
#20
11/07/2011 (7:59 am)
Seems that 1.1 final miss the sphere.h and sphere.cpp . So i just copyed from 1.1 beta3 and now the radar works.
Torque 3D Owner Jinnie Ong
From a browse in the forums, most people recommended checking the DECLARE_CONOBJECT and IMPLEMENT_CONOBJECT, which the code has, so I'm not sure what's causing the error.
Also, is there a way to insert this GUIControl in the GUI editor palette?