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Draw nearby object state in object debug view

This commit is contained in:
Daniel Evans 2016-10-12 02:12:15 +01:00
parent fe0d2f92b0
commit 13f504d699
2 changed files with 52 additions and 3 deletions

View File

@ -736,7 +736,7 @@ void RWGame::render(float alpha, float time) {
renderDebugPaths(time); renderDebugPaths(time);
break; break;
case DebugViewMode::Objects: case DebugViewMode::Objects:
renderDebugObjects(time); renderDebugObjects(time, viewCam);
break; break;
default: default:
break; break;
@ -869,7 +869,7 @@ void RWGame::renderDebugPaths(float time) {
debug->flush(renderer); debug->flush(renderer);
} }
void RWGame::renderDebugObjects(float time) { void RWGame::renderDebugObjects(float time, ViewCamera& camera) {
RW_UNUSED(time); RW_UNUSED(time);
std::stringstream ss; std::stringstream ss;
@ -886,6 +886,55 @@ void RWGame::renderDebugObjects(float time) {
ti.size = 15.f; ti.size = 15.f;
ti.baseColour = glm::u8vec3(255); ti.baseColour = glm::u8vec3(255);
renderer->text.renderText(ti); renderer->text.renderText(ti);
// Render worldspace overlay for nearby objects
constexpr float kNearbyDistance = 25.f;
const auto& view = camera.position;
const auto& model = camera.getView();
const auto& proj = camera.frustum.projection();
const auto& size = getWindow().getSize();
glm::vec4 viewport(0.f, 0.f, size.x, size.y);
auto isnearby = [&](GameObject* o) {
return glm::distance2(o->getPosition(), view) <
kNearbyDistance * kNearbyDistance;
};
auto showdata = [&](GameObject* o, std::stringstream& ss) {
auto screen = glm::project(o->getPosition(), model, proj, viewport);
if (screen.z >= 1.f) {
return;
}
ti.text = GameStringUtil::fromString(ss.str());
screen.y = viewport.w - screen.y;
ti.screenPosition = glm::vec2(screen);
ti.size = 10.f;
renderer->text.renderText(ti);
};
for (auto& p : world->vehiclePool.objects) {
if (!isnearby(p.second)) continue;
auto v = static_cast<VehicleObject*>(p.second);
std::stringstream ss;
ss << v->getVehicle()->vehiclename_ << "\n"
<< (v->isFlipped() ? "Flipped" : "Upright") << "\n"
<< (v->isStopped() ? "Stopped" : "Moving") << "\n"
<< v->getVelocity() << "m/s\n";
showdata(v, ss);
}
for (auto& p : world->pedestrianPool.objects) {
if (!isnearby(p.second)) continue;
auto c = static_cast<CharacterObject*>(p.second);
const auto& state = c->getCurrentState();
auto act = c->controller->getCurrentActivity();
std::stringstream ss;
ss << "Health: " << state.health << " (" << state.armour << ")\n"
<< (c->isAlive() ? "Alive" : "Dead") << "\n"
<< "Activity: " << (act ? act->name() : "Idle") << "\n";
showdata(c, ss);
}
} }
void RWGame::renderProfile() { void RWGame::renderProfile() {

View File

@ -140,7 +140,7 @@ private:
void renderDebugStats(float time); void renderDebugStats(float time);
void renderDebugPaths(float time); void renderDebugPaths(float time);
void renderDebugObjects(float time); void renderDebugObjects(float time, ViewCamera& camera);
void renderProfile(); void renderProfile();
void handleCheatInput(char symbol); void handleCheatInput(char symbol);