DIFF

WeaponLiftDiag.c

#ifdef DIAG_DEVELOPER
#ifndef SERVER
//----------------------------------------------------------------------------------------
//! 
class WeaponLiftDiagData
{
	vector               m_Transform[4];
	
	vector               m_Start;
	vector               m_Direction;
	float                m_WeaponStartDist
	float                m_WeaponEndDist;
	float                m_EffectiveAttachmentLength;
	float                m_ObstructionDistanceCfg;
	float                m_ObstructionDistance;
	
	float                m_RayRadius;
	float                m_RayRadiusOverride;
	ref RaycastRVResult  m_RayResult;
	float                m_HitFraction;
	float                m_HitDistance;
	
	vector               m_LastPosition;
	
	float                m_InterpInTime;
	float                m_InterpInTimeLift;
	float                m_InterpOutTime;
	float                m_InterpCurrTime;
	float                m_InterpCurrValue;
	float                m_InterpTgtValue;
	float                m_InterpSmoothValue;
	
	float                m_AimUD;
	float                m_AimLR;
	float                m_AimUD11;
	float                m_AimLR11;
	
	//!
	void SetTransform(vector transform[4])
	{
		for (int i = 0; i < 4; ++i) m_Transform[i] = transform[i];
	}
	
	//!
	void SetAimAngles(float udAngle, float lrAngle, float udAngle11, float lrAngle11)
	{
		m_AimUD   = udAngle;
		m_AimLR   = lrAngle;
		m_AimUD11 = udAngle11;
		m_AimLR11 = lrAngle11;
	}
	
	//!
	void SetWeaponRayParams(vector rayOrigin, vector rayDirection, float weaponStartDist, float weaponEndDist, float effectiveAttachmentLength, float obstructionDistanceCfg, float obstructionDistance, float rayRadius)
	{
		m_Start                     = rayOrigin;
		m_Direction                 = rayDirection;
		m_WeaponStartDist           = weaponStartDist;
		m_WeaponEndDist             = weaponEndDist;
		m_EffectiveAttachmentLength = effectiveAttachmentLength;
		m_ObstructionDistanceCfg    = obstructionDistanceCfg;
		m_ObstructionDistance       = obstructionDistance;
		m_RayRadius                 = rayRadius;
	}
	
	//!
	void SetIntersectionParams(RaycastRVResult rayResult, float hitFraction = 0, float hitDistance = 0)
	{
		m_RayResult   = rayResult;
		m_HitFraction = hitFraction;
		m_HitDistance = hitDistance;
	}
	
	//!
	void SetLastPosition(vector lastPosition)
	{
		m_LastPosition = lastPosition;
	}
	
	//!
	void SetInterpolation(float inTime, float inTimeLift, float outTime, float currentTime, float smoothValue, float currentValue, float targetValue)
	{		
		m_InterpInTime      = inTime;
		m_InterpInTimeLift  = inTimeLift;
		m_InterpOutTime     = outTime;
		m_InterpCurrTime    = currentTime;
		m_InterpSmoothValue = smoothValue;
		m_InterpCurrValue   = currentValue;
		m_InterpTgtValue    = targetValue;
	}
	
	//!
	void Clear()
	{
		Math3D.MatrixIdentity4(m_Transform);
		SetIntersectionParams(null, 0, 0);
		SetWeaponRayParams(vector.Zero, vector.Zero, 0, 0, 0, 0, 0, 0);
		SetLastPosition(vector.Zero);
		SetInterpolation(0,0,0,0,0,0,0);
		SetAimAngles(0,0,0,0);
	}
}

//----------------------------------------------------------------------------------------
//!
class WeaponLiftDiag
{
	private ref WeaponLiftDiagData m_Data = new WeaponLiftDiagData();
	
	private const int COLOR_START        = 0xFF2ECC71; // Green
	private const int COLOR_END          = 0xFF4B77BE; // Blue
	private const int COLOR_END_NOATTACH = 0xFFF7CA18; // Yellow
	private const int COLOR_OBSTRUCTION  = 0xFFFF00FF; // Pink
	private const int COLOR_HIT          = 0xFFFF0000; // Red
	private const int COLOR_GUIDE        = 0xC03A3A3A; // Semi-transparent gray
	private const int COLOR_WEAPON       = 0x1FFFFFFF; // Semi-transparent white
	private const int COLOR_LAST_POS     = 0x3AF7CA18; // Semi-transparent yellow
	
	private bool m_bDrawGizmos    = true;
	private bool m_bDrawTransform = false;
	private bool m_bSmallShapes   = false;
	private bool m_bZBuffer       = false;
	private bool m_bWireOnly      = true;
	private bool m_bForceRaised   = false;
	private int  m_iColorCrosshair= false;
	
	private int m_iCrosshairR = 255;
	private int m_iCrosshairG = 0;
	private int m_iCrosshairB = 0;
	private int m_iCrosshairA = 255;
	
	private float m_fCrosshairBlendPow = 1;
	
	//----------------------------------------------------------------------------------------
	WeaponLiftDiagData Data()
	{
		return m_Data;
	}
	
	//----------------------------------------------------------------------------------------
	void Reset()
	{
		m_Data.Clear();
	}
	
	//----------------------------------------------------------------------------------------
	void DrawDiag(int mode, float deltaTime)
	{
		const int MODE_BASIC    = 1;
		const int MODE_EXTENDED = 2;
		
		
		bool wasColoringCrosshair = m_iColorCrosshair;
		
		WeaponLiftDiagData data = m_Data;
		if (data)
		{
			/// TITLE
			DbgUI.Begin("Weapon Lift/Obstruction Diag");
			{
				/// WEAPON PROPERTIES
				int gray            = 0x80FFFFFF; // semi transparent white (gray)
				int darkObst        = gray&COLOR_OBSTRUCTION;
				int endNoAttachCol  = gray & COLOR_END_NOATTACH;
				DbgUI.ColoredText(COLOR_WHITE,        "Weapon properties");
				DbgUI.ColoredText(COLOR_START,        "  weaponStartDist:        " + data.m_WeaponStartDist);
				DbgUI.ColoredText(COLOR_WHITE,        "  weaponLength:           " + (data.m_WeaponEndDist - data.m_WeaponStartDist));
				DbgUI.ColoredText(COLOR_END,          "  weaponEndDist:          " + data.m_WeaponEndDist);
				if (data.m_EffectiveAttachmentLength > 0)
				{
					DbgUI.ColoredText(gray,           "    attachmentLength:     " + data.m_EffectiveAttachmentLength);
					DbgUI.ColoredText(endNoAttachCol, "    distNoAttachment:     " + (data.m_WeaponEndDist-data.m_EffectiveAttachmentLength));
				}
				
				DbgUI.ColoredText(COLOR_OBSTRUCTION,  "  obstructionDist(cfg):   " + data.m_ObstructionDistanceCfg);
				if (DbgUI.FloatOverride("weaponObstruction", data.m_ObstructionDistance, 0.0, data.m_WeaponEndDist - data.m_EffectiveAttachmentLength))
				{
					data.m_ObstructionDistance += data.m_EffectiveAttachmentLength; // value was overriden directly, take attachment into account
				}
				
				DbgUI.ColoredText(darkObst,           "    obstructionDist(act): " + data.m_ObstructionDistance);
				DbgUI.ColoredText(COLOR_HIT,          "  hitDistance:            " + data.m_HitDistance);
				DbgUI.PushID_Str("rayRadiusText");
				DbgUI.ColoredText(0xFFAAAAAA,         "  rayRadius:              " + data.m_RayRadius );
				DbgUI.SameSpot();
				DbgUI.Text(                           "                                "); // ugly, but prevents some layouting spasms
				DbgUI.PopID();
				float rayRadius = data.m_RayRadius;
				if (DbgUI.FloatOverride("rayRadiusOverride", rayRadius, 0.0, 0.200, 1000))
				{
					data.m_RayRadiusOverride = rayRadius;
				}
				else
				{
					data.m_RayRadiusOverride = rayRadius;
				}
				/// !WEAPON PROPERTIES
				
				/// UTILITY
				DbgUI.Spacer(10);
				DbgUI.ColoredText(COLOR_WHITE, "Utility");
				DbgUI.Check("Force raised", m_bForceRaised);
				TStringArray crossMode = { "Off", "On Obstruction", "On Lift", "On Both (Blend)" };
				DbgUI.Combo("Color crosshair", m_iColorCrosshair, crossMode);
				/// !UTILITY
				
				/// CROSSHAIR COLOR
				if (m_iColorCrosshair)
				{
					DbgUI.SameLine();
					float r = m_iCrosshairR;
					float g = m_iCrosshairG;
					float b = m_iCrosshairB;
					float a = m_iCrosshairA;
					DbgUI.ColoredText(ARGB(m_iCrosshairA, m_iCrosshairR, m_iCrosshairG, m_iCrosshairB), " -|-");					
					//R
					DbgUI.SliderFloat("Red:      ", r, 0, 255);
					DbgUI.SameLine();
					DbgUI.PushID_Str("ObstructionDiagColorR");
					DbgUI.ColoredText(0xFFFF0000, m_iCrosshairR.ToString());
					DbgUI.PopID();
					//G					
					DbgUI.SliderFloat("Green:    ", g, 0, 255);
					DbgUI.SameLine();
					DbgUI.PushID_Str("ObstructionDiagColorG");
					DbgUI.ColoredText(0xFF00FF00, m_iCrosshairG.ToString());
					DbgUI.PopID();
					//B
					DbgUI.SliderFloat("Blue:     ", b, 0, 255);
					DbgUI.SameLine();
					DbgUI.PushID_Str("ObstructionDiagColorB");
					DbgUI.ColoredText(0xFF0000FF, m_iCrosshairB.ToString());
					DbgUI.PopID();
					// A
					DbgUI.SliderFloat("Alpha:    ", a, 0, 255);
					DbgUI.SameLine();
					DbgUI.PushID_Str("ObstructionDiagColorA");
					DbgUI.ColoredText(0xAAFFFFFF, m_iCrosshairA.ToString());
					DbgUI.PopID();
					m_iCrosshairR = r;
					m_iCrosshairG = g;
					m_iCrosshairB = b;
					m_iCrosshairA = a;
					
					float pow = m_fCrosshairBlendPow * 5000;
					DbgUI.SliderFloat("BlendPow: ", pow, 1, 5000);
					DbgUI.SameLine();
					pow = pow / 1000.0;
					DbgUI.Text(pow.ToString());
					m_fCrosshairBlendPow = pow;
				}
				///! CROSSHAIR COLOR
				
				
				/// INTERSECTIONS
				if (mode > MODE_BASIC)
				{
					DbgUI.Spacer(10);
					DbgUI.ColoredText(COLOR_WHITE, "Intersection data");
					if (data.m_RayResult && data.m_RayResult.surface)
					{
						DbgUI.Text("  Name:          " + data.m_RayResult.surface.GetName());
						DbgUI.Text("  EntryName:     " + data.m_RayResult.surface.GetEntryName());
						DbgUI.Text("  SurfaceType:   " + data.m_RayResult.surface.GetSurfaceType());
						
						DbgUI.Text("  IsPassThrough: " + data.m_RayResult.surface.IsPassthrough());
						DbgUI.Text("  IsSolid:       " + data.m_RayResult.surface.IsSolid());
						
						DbgUI.Text("  HitFraction:   " + data.m_HitFraction);
					}
					else
					{
						DbgUI.Text("  Name:           - " );
						DbgUI.Text("  EntryName:      - " );
						DbgUI.Text("  SurfaceType:    - " );
						
						DbgUI.Text("  IsPassThrough:  - " );
						DbgUI.Text("  IsSolid:        - " );
						
						DbgUI.Text("  HitFraction:    - " );
					}
				}
				///! INTERSECTIONS
				
				/// INTERPOLATION
				if (mode > MODE_BASIC)
				{
					DbgUI.Spacer(10);
					DbgUI.ColoredText(COLOR_WHITE, "Interpolation");
					DbgUI.Text("  In time:      " + data.m_InterpInTime);
					DbgUI.Text("  In time lift: " + data.m_InterpInTimeLift);
					DbgUI.Text("  Out time:     " + data.m_InterpOutTime);
					DbgUI.Text("  Current time: " + data.m_InterpCurrTime);
					DbgUI.Text("  Actual value: " + data.m_InterpCurrValue);
					DbgUI.Text("  Target value: " + data.m_InterpTgtValue);
					DbgUI.Text("  Smooth value: " + data.m_InterpSmoothValue);
				}
				///! INTERPOLATION
				
				/// AIMING
				if (mode > MODE_BASIC)
				{
					DbgUI.Spacer(10);
					DbgUI.ColoredText(COLOR_WHITE, "Aiming");
					DbgUI.ColoredText(0xFF80FF80, "  UD Angle:   " + data.m_AimUD);
					DbgUI.ColoredText(0xFFAAFFAA, "  UD[-1,1]:   " + data.m_AimUD11);
					DbgUI.ColoredText(0xFFFF8080, "  LR Angle:   " + data.m_AimLR);
					DbgUI.ColoredText(0xFFFFAAAA, "  LR[-1,1]:   " + data.m_AimLR11);
				}
				///! AIMING
				
				/// SHAPE PREFERENCES
				if (mode > MODE_BASIC)
				{
					DbgUI.Spacer(10);
					DbgUI.ColoredText(COLOR_WHITE, "Preferences");
					DbgUI.Check("  Draw shapes", m_bDrawGizmos);
					DbgUI.Check("  Small shapes", m_bSmallShapes);
					DbgUI.Check("  Z-buffer", m_bZBuffer);
					DbgUI.Check("  Draw approx transform", m_bDrawTransform);
					DbgUI.Check("  Wire only", m_bWireOnly);
				}
				///! SHAPE PREFERENCES
				
				/// CFGGAMEPLAY
				if (mode >= MODE_BASIC)
				{
					DbgUI.ColoredText(COLOR_WHITE, "CfgGameplay WeaponObstructionData");
					DbgUI.Text("  Static:   " + EnumTools.EnumToString(EWeaponObstructionMode, CfgGameplayHandler.GetWeaponObstructionModeStatic()));
					DbgUI.Text("  Dynamic:  " + EnumTools.EnumToString(EWeaponObstructionMode, CfgGameplayHandler.GetWeaponObstructionModeDynamic()));
				}
				///! SHAPE PREFERENCES
			}
			DbgUI.End();
			
			// Override input! Extremely helpful!!
			if (m_bForceRaised && g_Game.GetPlayer())
			{
				DayZPlayer ply = g_Game.GetPlayer();
				HumanInputController hic = ply.GetInputController();
				hic.OverrideRaise( HumanInputControllerOverrideType.ONE_FRAME, true );
			}
			
			float radius = rayRadius;
			if (m_bSmallShapes) radius = 0.01;
			
			// gizmos
			if (m_bDrawTransform) Shape.CreateMatrix(data.m_Transform, 1.0, 0.05);
			
			// "Apply" settings	
			ShapeFlags flags = ShapeFlags.ONCE | ShapeFlags.TRANSP;
			ShapeFlags flags2 = ShapeFlags.ONCE | ShapeFlags.TRANSP |  ShapeFlags.NOOUTLINE;
			if (!m_bZBuffer)
			{
				flags |= ShapeFlags.NOZBUFFER;
				flags2 |= ShapeFlags.NOZBUFFER;
			}
			if (m_bWireOnly)
			{
				flags |= ShapeFlags.WIREFRAME;
			}
			else
			{
				flags |= ShapeFlags.NOOUTLINE;
			}
			
			vector wepStart       = data.m_Start + (data.m_WeaponStartDist * data.m_Direction);
			vector wepEnd         = data.m_Start + (data.m_WeaponEndDist * data.m_Direction);
			vector wepEndNoAttach = data.m_Start + ((data.m_WeaponEndDist - data.m_EffectiveAttachmentLength) * data.m_Direction);
			
			if (m_bDrawGizmos)
			{
				// Draw "guide" line, start->end 
				Shape.Create(ShapeType.LINE, COLOR_GUIDE, flags2, data.m_Start, wepEnd);
				// Draw weapon points
				Shape.CreateSphere(COLOR_START, flags, wepStart, radius);
				Shape.CreateSphere(COLOR_END_NOATTACH, flags, wepEndNoAttach, radius);
				Shape.CreateSphere(COLOR_END, flags, wepEnd, radius);
				// Draw obstruction distance  point
				if (data.m_ObstructionDistance != 0)
				{
					vector wepObstr = data.m_Start + (data.m_ObstructionDistance * data.m_Direction);
					Shape.CreateSphere(COLOR_OBSTRUCTION, flags, wepObstr, radius);
				}
				// Draw last hit position (in ext. mode)
				if (mode >= MODE_EXTENDED && data.m_LastPosition != vector.Zero)
				{
					Shape.Create(ShapeType.LINE, COLOR_LAST_POS, flags2, data.m_Start, data.m_LastPosition);
				}
				// Draw the weapon as it moves (a that slides along the "guide" line)
				{
					float  cylinderLength = (wepEnd - wepStart).Length();
					vector cylinderOffset = 0.5 * cylinderLength * data.m_Transform[2];
					Shape  cylinder       = Shape.CreateCylinder(COLOR_WHITE, flags2, vector.Zero, 0.3 * radius, cylinderLength);
					vector tm0[4], tm1[3];
					Math3D.DirectionAndUpMatrix(data.m_Transform[2], data.m_Transform[1], tm0);
					Math3D.YawPitchRollMatrix("90 0 90", tm1);
					Math3D.MatrixMultiply3(tm0, tm1, tm0);
					float  fraction = Math.Clamp(data.m_HitFraction, 0, 1);
					if (!data.m_RayResult) fraction = 1.0;
					vector center = (data.m_Start + (fraction * (wepEnd - data.m_Start))) - cylinderOffset;
					tm0[3] = center;
					cylinder.SetMatrix(tm0);
				}
				// Draw hit
				if (data.m_RayResult)
				{
					Shape.CreateSphere(COLOR_HIT,  flags, data.m_RayResult.pos, 0.5 * radius);
				}
			}
			
			if (m_iColorCrosshair || wasColoringCrosshair)
			{
				int crossColor = 0xFFFFFFFF;
				if (m_iColorCrosshair) // only set if not "restoring"
				{
					
					if (m_iColorCrosshair == 1) // obstruction
					{
						float hitFraction = Data().m_HitFraction;
						if (hitFraction != 0 && hitFraction < 1.0)
						{
							crossColor = ARGB(m_iCrosshairA, m_iCrosshairR, m_iCrosshairG, m_iCrosshairB);
						}
					}
					else if (m_iColorCrosshair == 2) // lift only
					{						
						float hitDist = Data().m_HitDistance;
						float obstDist = Data().m_ObstructionDistance;
						if (hitDist != 0 && hitDist < obstDist)
						{
							crossColor = ARGB(m_iCrosshairA, m_iCrosshairR, m_iCrosshairG, m_iCrosshairB);
						}
					}
					else if (m_iColorCrosshair == 3) // magic
					{
						float t = 0.0;
						if (Data().m_HitFraction != 0)
						{
							float fr = 1.0-Math.InverseLerp( Data().m_ObstructionDistance, Data().m_WeaponEndDist, Data().m_HitDistance );
							t = Math.Clamp( fr, 0.0, 1.0 );
							t = Math.Pow(t, m_fCrosshairBlendPow);
						}
						
						int white=0xFF;
						int bA = Math.Lerp(white, m_iCrosshairA, t);
						int bR = Math.Lerp(white, m_iCrosshairR, t);
						int bG = Math.Lerp(white, m_iCrosshairG, t);
						int bB = Math.Lerp(white, m_iCrosshairB, t);
						
						crossColor = ARGB(bA, bR, bG, bB);
					}
				}
				
				WorkspaceWidget ww = g_Game.GetWorkspace();
				if (ww)
				{
					Widget cw = ww.FindAnyWidget("CrossHairs");
					if (cw)
					{
						Widget child = cw.GetChildren();
						while (child)
						{
							child.SetColor(crossColor);
							child = child.GetSibling();
						}
					}
				}
			}
		}
	}	
}
#endif
#endif