mirror of
https://github.com/Winded/RagdollMover.git
synced 2025-03-04 03:13:36 -05:00
Merge pull request #11 from vlazed/distance-color
On screen check and dot product
This commit is contained in:
commit
b7001ff354
@ -998,7 +998,22 @@ local COLOR_BLUE = RGM_Constants.COLOR_BLUE
|
||||
local COLOR_BRIGHT_YELLOW = RGM_Constants.COLOR_BRIGHT_YELLOW
|
||||
local OUTLINE_WIDTH = RGM_Constants.OUTLINE_WIDTH
|
||||
|
||||
local BONETYPE_COLORS = { { RGM_Constants.COLOR_GREEN, RGM_Constants.COLOR_DARKGREEN }, { RGM_Constants.COLOR_CYAN, RGM_Constants.COLOR_DARKCYAN }, { RGM_Constants.COLOR_YELLOW, RGM_Constants.COLOR_DARKYELLOW }, { RGM_Constants.COLOR_RED, RGM_Constants.COLOR_DARKRED } }
|
||||
local function gradient(startPoint, endPoint, points)
|
||||
local colors = {}
|
||||
for i = 0, points-1 do
|
||||
colors[i+1] = startPoint:Lerp(endPoint, i / points)
|
||||
end
|
||||
return colors
|
||||
end
|
||||
|
||||
local NUM_GRADIENT_POINTS = 4
|
||||
|
||||
local BONETYPE_COLORS = {
|
||||
gradient(RGM_Constants.COLOR_GREEN, RGM_Constants.COLOR_DARKGREEN, NUM_GRADIENT_POINTS),
|
||||
gradient(RGM_Constants.COLOR_CYAN, RGM_Constants.COLOR_DARKCYAN, NUM_GRADIENT_POINTS),
|
||||
gradient(RGM_Constants.COLOR_YELLOW, RGM_Constants.COLOR_DARKYELLOW, NUM_GRADIENT_POINTS),
|
||||
gradient(RGM_Constants.COLOR_RED, RGM_Constants.COLOR_DARKRED, NUM_GRADIENT_POINTS)
|
||||
}
|
||||
|
||||
function DrawBoneName(ent, bone, name)
|
||||
if not name then
|
||||
@ -1109,18 +1124,26 @@ function AdvBoneSelectRender(ent, bonenodes, prevbones, calc)
|
||||
local mx, my = input.GetCursorPos() -- possible bug on mac https://wiki.facepunch.com/gmod/input.GetCursorPos
|
||||
local nodesExist = bonenodes and bonenodes[ent] and true
|
||||
local bonedistances = {}
|
||||
local plpos = LocalPlayer():EyePos()
|
||||
local eyeVector = LocalPlayer():GetAimVector()
|
||||
local mindist, maxdist = nil, nil
|
||||
|
||||
if calc then
|
||||
prevbones = {}
|
||||
|
||||
for i = 0, ent:GetBoneCount() - 1 do
|
||||
local dist = plpos:DistToSqr( ent:GetBonePosition(i) )
|
||||
if not mindist or mindist > dist then mindist = dist end
|
||||
if not maxdist or maxdist < dist then maxdist = dist end
|
||||
local pos = ent:GetBonePosition(i)
|
||||
local dist = 1000
|
||||
if pos:ToScreen().visible then
|
||||
dist = eyeVector:Dot( pos )
|
||||
if not mindist or mindist > dist then mindist = dist end
|
||||
if not maxdist or maxdist < dist then maxdist = dist end
|
||||
end
|
||||
bonedistances[i] = dist
|
||||
end
|
||||
-- maxdist or mindist may be nil if we weren't looking at all the bones.
|
||||
-- We set them to some numbers to avoid issues with indicing with these
|
||||
maxdist = maxdist or 1
|
||||
mindist = mindist or 0
|
||||
maxdist = maxdist - mindist
|
||||
end
|
||||
|
||||
@ -1135,14 +1158,9 @@ function AdvBoneSelectRender(ent, bonenodes, prevbones, calc)
|
||||
|
||||
local dist = math.abs((mx - x)^2 + (my - y)^2)
|
||||
|
||||
local circ = table.Copy(RGM_CIRCLE)
|
||||
for k, v in ipairs(circ) do
|
||||
v.x = v.x + x
|
||||
v.y = v.y + y
|
||||
end
|
||||
|
||||
if calc then
|
||||
prevbones[i] = ( ( bonedistances[i] - mindist ) < maxdist * 0.5 ) and 1 or 2
|
||||
local fraction = ( bonedistances[i] - mindist ) / maxdist
|
||||
prevbones[i] = math.Clamp(math.ceil(fraction * NUM_GRADIENT_POINTS), 1, NUM_GRADIENT_POINTS )
|
||||
end
|
||||
|
||||
if dist < 576 then -- 24 pixels
|
||||
@ -1156,17 +1174,25 @@ function AdvBoneSelectRender(ent, bonenodes, prevbones, calc)
|
||||
end
|
||||
end
|
||||
|
||||
draw.NoTexture()
|
||||
surface.DrawPoly(circ)
|
||||
|
||||
if bonenodes[ent][i].bonelock then
|
||||
surface.SetMaterial(LockGo)
|
||||
surface.SetDrawColor(COLOR_WHITE:Unpack())
|
||||
surface.DrawTexturedRect(x - 12, y - 12, 24, 24)
|
||||
elseif bonenodes[ent][i].poslock or bonenodes[ent][i].anglock then
|
||||
surface.SetMaterial(Lock)
|
||||
surface.SetDrawColor(COLOR_WHITE:Unpack())
|
||||
surface.DrawTexturedRect(x - 12, y - 12, 24, 24)
|
||||
if pos.visible then
|
||||
local circ = table.Copy(RGM_CIRCLE)
|
||||
for k, v in ipairs(circ) do
|
||||
v.x = v.x + x
|
||||
v.y = v.y + y
|
||||
end
|
||||
|
||||
draw.NoTexture()
|
||||
surface.DrawPoly(circ)
|
||||
|
||||
if bonenodes[ent][i].bonelock then
|
||||
surface.SetMaterial(LockGo)
|
||||
surface.SetDrawColor(COLOR_WHITE:Unpack())
|
||||
surface.DrawTexturedRect(x - 12, y - 12, 24, 24)
|
||||
elseif bonenodes[ent][i].poslock or bonenodes[ent][i].anglock then
|
||||
surface.SetMaterial(Lock)
|
||||
surface.SetDrawColor(COLOR_WHITE:Unpack())
|
||||
surface.DrawTexturedRect(x - 12, y - 12, 24, 24)
|
||||
end
|
||||
end
|
||||
end
|
||||
|
||||
|
@ -1,13 +1,13 @@
|
||||
RGM_Constants = {
|
||||
COLOR_RED = Color(200, 0, 0, 255),
|
||||
COLOR_DARKRED = Color(90, 0, 0, 255),
|
||||
COLOR_DARKRED = Color(25, 0, 0, 255),
|
||||
COLOR_GREEN = Color(0, 200, 0, 255),
|
||||
COLOR_DARKGREEN = Color(0, 90, 0, 255),
|
||||
COLOR_DARKGREEN = Color(0, 25, 0, 255),
|
||||
COLOR_BLUE = Color(0, 0, 200, 255),
|
||||
COLOR_CYAN = Color(0, 200, 200, 255),
|
||||
COLOR_DARKCYAN = Color(0, 90, 90, 255),
|
||||
COLOR_DARKCYAN = Color(0, 25, 25, 255),
|
||||
COLOR_YELLOW = Color(200, 200, 0, 255),
|
||||
COLOR_DARKYELLOW = Color(90, 90, 0, 255),
|
||||
COLOR_DARKYELLOW = Color(25, 25, 0, 255),
|
||||
COLOR_BRIGHT_YELLOW = Color(255, 255, 0, 255),
|
||||
COLOR_WHITE = Color(255, 255, 255, 255),
|
||||
COLOR_BLACK = Color(0, 0, 0, 255),
|
||||
|
Loading…
Reference in New Issue
Block a user