122 lines
4.7 KiB
Lua
122 lines
4.7 KiB
Lua
local Sprite_scope = leef.class.new_class:inherit({
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images = {
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--[[fore = {
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texture = "scope_fore.png",
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scale = {x=13,y=13},
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paxial = false,
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},
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back = {
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texture = "scope_back.png",
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scale = {x=10,y=10},
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opacity_delay = 2,
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paxial = true,
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},]]
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--[[reticle = {
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texture = "gun_mrkr.png",
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scale = {x=.5,y=.5},
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movement_multiplier = 1,
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misalignment_opacity_threshold_angle = 3,
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misalignment_opacity_maximum_angle = 8,
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},]]
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--mask = "blank.png",
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},
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fov_set = false,
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hide_gun = true,
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magnification = 4,
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construct = function(def)
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if def.instance then
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assert(def.gun, "no gun instance provided")
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def.player = def.gun.player
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def.handler = def.gun.handler
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def.elements = {}
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local new_images = Guns4d.table.deep_copy(def.images)
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if def.images then
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def.images = Guns4d.table.fill(new_images, def.images)
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end
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for i, v in pairs(def.images) do
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def.elements[i] = def.player:hud_add{
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hud_elem_type = "image",
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position = {x=.5,y=.5},
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scale = v.scale,
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text = "blank.png",
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}
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end
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end
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end,
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})
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Guns4d.sprite_scope = Sprite_scope
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--rename to draw?
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local vec3_in = vector.new()
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local mat4 = leef.math.mat4
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local vec4_forward = {0,0,1,0}
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local vec4_dir = {0,0,0,0}
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local transform = mat4.new()
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function Sprite_scope:update()
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local handler = self.handler
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local gun = self.gun
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local control_handler = gun.control_handler
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if handler.wininfo and self.handler.control_handler.ads then
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if not self.fov_set then
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self.fov_set = true
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handler:set_fov(80/self.magnification)
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end
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local ratio = handler.wininfo.size.x/handler.wininfo.size.y
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local pprops = handler:get_properties()
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local hip_trans = gun.properties.ads.offset
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local player_trans = gun.total_offsets.player_trans
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for i, v in pairs(self.elements) do
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local image = self.images[i]
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local projection_pos=image.projection_pos
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local relative_pos
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vec4_dir = mat4.mul_vec4(vec4_dir, gun:get_rotation_transform(transform,nil,nil,nil, nil,nil, 0,0), vec4_forward)
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if projection_pos then
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vec3_in.x = projection_pos.x/10
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vec3_in.y = projection_pos.y/10
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vec3_in.z = projection_pos.z/10
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relative_pos = gun:get_pos(vec3_in, true, true, true)
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relative_pos.x = relative_pos.x - (player_trans.x + (gun and gun.properties.ads.horizontal_offset or 0))
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relative_pos.y = relative_pos.y - hip_trans.y - (player_trans.y + pprops.eye_height)
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relative_pos.z = relative_pos.z - (player_trans.z)
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gun:get_rotation_transform(transform,nil,nil,nil, nil,nil, 0,0)
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else
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relative_pos = vec3_in
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relative_pos.x = vec4_dir[1]
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relative_pos.y = vec4_dir[2]
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relative_pos.z = vec4_dir[3]
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--relative_pos = gun:get_dir(true)
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end
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local hud_pos = Guns4d.math.rltv_point_to_hud(relative_pos, 80/self.magnification, ratio)
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--print(i, hud_pos.x, hud_pos.y)
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self.player:hud_change(v, "position", {x=hud_pos.x+.5, y=hud_pos.y+.5})
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local z = relative_pos.z
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self.player:hud_change(v, "scale", {x=(image.scale.x/z)*1-vec4_dir[2], y=(image.scale.y/z)*1-vec4_dir[1]})
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end
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elseif self.fov_set then
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self.fov_set = false
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handler:unset_fov()
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end
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local angle =math.sqrt(gun.total_offsets.gun_axial.x^2+gun.total_offsets.gun_axial.y^2)
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for i, v in pairs(self.elements) do
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local def = self.images[i]
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local tex = def.texture
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--"smoother is better" it's not. Apparently, this creates a new image each time. It is, however, cached. So i'd rather have
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--25 possible images, instead of 255.
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local factor = 1
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if def.misalignment_opacity_threshold_angle then
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if def.misalignment_opacity_threshold_angle < angle then
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factor = (factor - ((angle-def.misalignment_opacity_threshold_angle)/def.misalignment_opacity_maximum_angle))
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end
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end
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self.player:hud_change(v, "text", tex.."^[opacity:"..tostring(math.ceil((25.5*control_handler.ads_location))*10))
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end
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end
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function Sprite_scope:prepare_deletion()
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self.handler:unset_fov()
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for i, v in pairs(self.elements) do
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self.player:hud_remove(v)
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end
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end
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