Game Development Community

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
//-----------------------------------------------------------------------------
// 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);
};

#endif

the .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";
   };
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#21
11/07/2011 (5:28 pm)
Excellent, glad it works for you now...

I realize I could have zipped up the files and put them somewhere, but figured there had already been enough confusion over the different versions, etc, and it would be nice to just have the code right here.

Anyhow, if it helps one person that's a good thing :)
#22
11/08/2011 (11:13 am)
I admit I have not had a chance to dig through the code, but is this implemented so that the server determines what you see on the radar or is it completely client side?

would be nice to have a server side component, so that if you have things that are cloaked for example, that it doesnt show on the radar and cant hack your way to see it since the server wouldn't let you.

although maybe it could be done by not sending the objects data if cloaked and so the radar wouldnt show it either.

anyway just curious :)
#23
11/08/2011 (11:24 am)
It appears to be done client-side:

// 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;

...But by the looks of things, you should be able to put a check in the routine above to see if the object is cloaked or not. I assume by setting some "cloaked = true" variable on the object, and making sure that variable gets transferred with the ghost.

Not sure if that would work or not, but perhaps you could give it a try?
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