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TacticalCompass.cpp
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TacticalCompass.cpp
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#include "TacticalCompass.h"
#include "MumbleLink.h"
#include "OverlayConfig.h"
#include "Language.h"
float GetMapFade();
void GW2TacticalCompass::DrawTacticalCompass( CWBDrawAPI *API )
{
CRect drawrect = GetClientRect();
CMatrix4x4 cam;
cam.SetLookAtLH( mumbleLink.camPosition, mumbleLink.camPosition + mumbleLink.camDir, CVector3( 0, 1, 0 ) );
CMatrix4x4 persp;
persp.SetPerspectiveFovLH( mumbleLink.fov, drawrect.Width() / (TF32)drawrect.Height(), 0.01f, 1000.0f );
TS32 resolution = 60;
CVector4 charpos = CVector4( mumbleLink.averagedCharPosition.x, mumbleLink.averagedCharPosition.y, mumbleLink.averagedCharPosition.z, 1.0f );;
float rworld = GameToWorldCoords( 40 );
CVector4 camSpaceChar = charpos;
CVector4 camSpaceEye = charpos + CVector4( 0, 3, 0, 0 );
CVector4 screenSpaceChar = ( camSpaceChar*cam )*persp;
screenSpaceChar /= screenSpaceChar.w;
CVector4 screenSpaceEye = ( camSpaceEye*cam )*persp;
screenSpaceEye /= screenSpaceEye.w;
//camSpaceChar = camSpaceChar*cam;
//camSpaceEye = camSpaceEye*cam;
//camSpaceChar /= camSpaceChar.w;
//camSpaceEye /= camSpaceEye.w;
auto pos = ( CVector3( mumbleLink.averagedCharPosition ) - mumbleLink.camPosition );
pos.y = 0;
bool zoomedin = pos.Length() < 0.13;
CVector4 campos = CVector4( mumbleLink.camPosition.x, mumbleLink.camPosition.y, mumbleLink.camPosition.z, 1.0f );
CVector2 camDir = CVector2( camSpaceChar.x - campos.x, camSpaceChar.z - campos.z ).Normalized();
CVector3 toChar = CVector3( charpos - campos );
float dist = toChar.Length();
CWBFont *f = GetFont( GetState() );
CString txt[ 4 ] = { DICT( "compassnorth" ),DICT( "compasseast" ),DICT( "compasssouth" ),DICT( "compasswest" ) };
for ( int x = 0; x < 4; x++ )
{
float a1 = 1.0f;
float f1 = x / (TF32)4 * PI * 2;
CVector4 p1 = CVector4( rworld*sinf( f1 ), 1.0f, rworld*cosf( f1 ), 0.0f );
CVector3 toPoint = CVector3( p1 - campos );
if ( !zoomedin )
a1 = 1 - powf( max( 0, camDir*CVector2( p1.x, p1.z ).Normalized() ), 10.0f );
p1 = p1 + charpos;
p1 = p1*cam;
p1 /= p1.w;
if ( p1.z < 0.01 )
continue;
p1.z = max( 0.01f, p1.z );
p1 = p1*persp;
p1 /= p1.w;
if ( a1 < 1 )
a1 = 1 - ( 1 - a1 )*( 1 - powf( ( p1.y - screenSpaceChar.y ) / ( screenSpaceEye.y - screenSpaceChar.y ), 10.0f ) );
p1 = p1*0.5 + CVector4( 0.5, 0.5, 0.5, 0.0 );
CPoint pa = CPoint( (int)( p1.x*drawrect.Width() ), (int)( ( 1 - p1.y )*drawrect.Height() ) );
a1 = max( 0, min( 1, a1 ) ) * 255;
CRect cent = CRect( pa, pa );
CPoint p = f->GetCenter( txt[ x ], cent );
f->Write( API, txt[ x ], p, CColor( 228, 210, 157, (TU8)( a1 * GetMapFade() ) ) );
}
}
void GW2TacticalCompass::OnDraw( CWBDrawAPI *API )
{
if ( !mumbleLink.IsValid() )
return;
if ( !HasConfigValue( "TacticalCompassVisible" ) )
SetConfigValue( "TacticalCompassVisible", 0 );
if ( GetConfigValue( "TacticalCompassVisible" ) )
DrawTacticalCompass( API );
}
GW2TacticalCompass::GW2TacticalCompass( CWBItem *Parent, CRect Position ) : CWBItem( Parent, Position )
{
}
GW2TacticalCompass::~GW2TacticalCompass()
{
}
CWBItem *GW2TacticalCompass::Factory( CWBItem *Root, CXMLNode &node, CRect &Pos )
{
return new GW2TacticalCompass( Root, Pos );
}
TBOOL GW2TacticalCompass::IsMouseTransparent( CPoint &ClientSpacePoint, WBMESSAGE MessageType )
{
return true;
}