Overview Package Class Source Class tree Glossary
previous class      next class frames      no frames

Legend.LegendUtil


00001
00002
00003
00004
00005
00006
00007
00008
00009
00010
00011
00012
00013
00014
00015
00016
00017
00018
00019
00020
00021
00022
00023
00024
00025
00026
00027
00028
00029
00030
00031
00032
00033
00034
00035
00036
00037
00038
00039
00040
00041
00042
00043
00044
00045
00046
00047
00048
00049
00050
00051
00052
00053
00054
00055
00056
00057
00058
00059
00060
00061
00062
00063
00064
00065
00066
00067
00068
00069
00070
00071
00072
00073
00074
00075
00076
00077
00078
00079
00080
00081
00082
00083
00084
00085
00086
00087
00088
00089
00090
00091
00092
00093
00094
00095
00096
00097
00098
00099
00100
00101
00102
00103
00104
00105
00106
00107
00108
00109
00110
00111
00112
00113
00114
00115
00116
00117
00118
00119
00120
00121
00122
00123
00124
00125
00126
00127
00128
00129
00130
00131
00132
00133
00134
00135
00136
00137
00138
00139
00140
00141
00142
00143
00144
00145
00146
00147
00148
00149
00150
00151
00152
00153
00154
00155
00156
00157
00158
00159
00160
00161
00162
00163
00164
00165
00166
00167
00168
00169
00170
00171
00172
00173
00174
00175
00176
00177
00178
00179
00180
00181
00182
00183
00184
00185
00186
00187
00188
00189
00190
00191
00192
00193
00194
00195
00196
00197
00198
00199
00200
00201
00202
00203
00204
00205
00206
00207
00208
00209
00210
00211
00212
00213
00214
00215
00216
00217
00218
00219
00220
00221
00222
00223
00224
//=============================================================================
// Util.uc
// $Author: Mfox $
// $Date: 8/05/02 12:29p $
// $Revision: 2 $
//=============================================================================

class LegendUtil extends LegendObjectComponent
	abstract;


//------------------------------------------------------------------------------

static function DrawQuickLine
(
	Actor				Helper,		// pass in self.
	optional vector		Start,
	optional vector		End,
	optional Actor		StartActor,
	optional Actor		EndActor,
	optional float		SpriteInterval,
	optional float		SpriteSize,
	optional Texture	SpriteTexture,
	optional float		Duration
)
{
	local Line Line;

	local vector A, B;
	local float Length;

	if( Helper == None ) return;
	
	// Stupidity check.
	if( (StartActor == None || EndActor == None) && Start == End )
	{
		Helper.warn( "Invalid parameters." );
	}

	Line = Helper.Spawn( class'Line' );

	Line.SetEndpoints( Start, End );
	Line.SetFollowActors( StartActor, EndActor );
	
	if( StartActor != None )
		A = StartActor.Location;
	else
		A = Start;
	
	if( EndActor != None )
		B = EndActor.Location;
	else
		B = End;

	Length = VSize(A - B);
	
	if( SpriteInterval > 0.0 )
		Line.SegmentLength = SpriteInterval;
	else
		Line.SegmentLength = FClamp( Length / 50.0, 0.5, 16.0 );

	if( SpriteSize > 0.0 )
		Line.SetDrawScale( SpriteSize );
	else
		Line.SetDrawScale( FClamp( Length / 400.0, 0.01, 2.0 ) );
	
	if( SpriteTexture != None )
		Line.Texture = SpriteTexture;
	else
		Line.Texture = Texture(DynamicLoadObject( "ParticleSystems.Sparks01", class'Texture' ));	//!!hardcoded texture

	Line.LifeSpan = Duration;
}


//-----------------------------------------------------------------------------
// Draws a line made of sprites (or dots) that can optionally fade out.
// Used primarily for debugging. Quite a bit slower to generate and render than
// DrawLine (virtually unusable if many lines and may even crash renderer).
//-----------------------------------------------------------------------------

static function DrawLine3D
(
	Actor Helper, vector Start, vector End, 
	optional float FadeDuration,			// Amount of time to fade the line out over.
	optional float DotInterval,				// Space between consecutive dots in a line.
	optional Texture DotTexture,			// Texture to use to draw the dots in the line.
	optional float DelayTime				// How long to wait before actually drawing the line.
)
{
	local Line3D Line;

	Line = Helper.Spawn( class'Line3D' );
	Line.LineDuration = FadeDuration;
	if( DotTexture != None )
	{
		Line.LineTexture = DotTexture;
	}
	if( DotInterval > 0.0 )
	{
		Line.DotInterval = DotInterval;
	}
	Line.SetEndpoints( Start, End );
	Line.ReDraw( DelayTime );
}

//-----------------------------------------------------------------------------
// Draws a permanent, easily visible line from Start to End. Mainly useful for
// debugging calls to Trace etc. Quite a bit faster to generate and render than
// DrawLine3D but can still slow things to crawl if there are many of these.
//-----------------------------------------------------------------------------

static function DrawLine
(
	Actor			Owner,
	vector 			Start,
	vector          End,
	optional		Texture SkinToUse
)
{
	local LineStreak LS;
	local LineStreakVert LSV;

	LS	= Owner.Spawn( class'LineStreak' );
	LSV	= Owner.Spawn( class'LineStreakVert' );

	LS.SetEndPoints( Start, End ); 
	LSV.SetEndPoints( Start, End ); 

	if( SkinToUse != None )
	{
		LS.SetSkin( SkinToUse );
		LSV.SetSkin( SkinToUse );
	}
}


//-----------------------------------------------------------------------------
// Use this to fade objects out instead of just Destroy()ing them. Note that
// in multiplayer games fading is not performed for now, instead, after the
// DelayTime, the object is destroyed after FadeTime additional seconds.
//-----------------------------------------------------------------------------
// Other:				The Actor to fade away.
// FadeTime:			How long it takes to fade the object away.					(Defaults to Fader's default FadeTime value.)
// bNoDeleteActor:		When we finish fading the object out, should we delete it?	(Deletes it by default.)
// InitialScaleGlow:	The ScaleGlow the Actor starts with.						(Defaults to the Actor's current ScaleGlow value.)
// FinalScaleGlow:		The ScaleGlow the Actor ends with.							(Defaults to Fader's default FinalScaleGlow value (0).) - Must be less than InitialScaleGlow.
// DelayTime:			Time to wait before starting to fade.						(Defaults to 0.0 seconds)
// NumFlickers:			Number of times to "flicker" before fading                  (Defaults to 0)
//-----------------------------------------------------------------------------

static simulated function Fade( Actor Other, optional float FadeTime, optional bool bNoDeleteActor, optional float InitialScaleGlow, optional float FinalScaleGlow, optional float DelayTime, optional int NumFlickers )
{
	local Fader F;

	if( Other != None )
	{
		F = Other.Spawn( class'Fader' );
		
		if( FadeTime > 0.0 )
		{
			F.FadeTime = FadeTime;
		}

		F.bDeleteActor = !bNoDeleteActor;

		if( InitialScaleGlow > 0.0 )
		{
			F.InitialScaleGlow = InitialScaleGlow;
		}

		if( FinalScaleGlow > 0.0 )
		{
			F.FinalScaleGlow = FinalScaleGlow;
		}

		F.DelayTime = DelayTime;
		
		F.NumFlickers = NumFlickers;

		F.Fade( Other );
	}
}

//-----------------------------------------------------------------------------
// Same as trace, but draws a line from the start location to the end location.
//-----------------------------------------------------------------------------

static function Actor VisibleTrace
(
	Actor			TraceFromActor,
	out vector      HitLocation,
	out vector      HitNormal,
	vector          TraceEnd,
	optional vector TraceStart,
	optional bool   bTraceActors,
	optional vector Extent
)
{
	DrawLine( TraceFromActor, TraceStart, TraceEnd );

	return TraceFromActor.Trace( HitLocation, HitNormal, TraceEnd, TraceStart, bTraceActors, Extent );
}

//-----------------------------------------------------------------------------
// Draw a line from the given player's eyes along his line of sight.
//-----------------------------------------------------------------------------

static function DrawViewLine( Pawn P )
{
	local vector StartTrace, EndTrace;

	StartTrace		= P.Location; 
	StartTrace.Z   += P.BaseEyeHeight;
	
	EndTrace = StartTrace + 32767 * vector(P.GetViewRotation() );

	DrawLine( P, StartTrace, EndTrace );
}

defaultproperties
{
}

Overview Package Class Source Class tree Glossary
previous class      next class frames      no frames
Class file time: sk 3-1-2016 10:38:40.000 - Creation time: sk 3-1-2016 10:48:40.238 - Created with UnCodeX