Example

Angelscript examples

This page contains various Chaos Hammer AngelScript examples.

ExampleWedge #

[Solid("script_wedge")]
class ExampleWedge : ScriptSolid
{
  GUIData[]@ GetGuiData() const
  {
    return {};
  }

  void GuiUpdated(const dictionary@ dict)
  {
  }

  CMapClass@ CreateMapSolid( const BoundBox@ box, TextureAlignment align )
  {
    float width = (box.maxs[0] - box.mins[0]) / 2;
    float depth = (box.maxs[1] - box.mins[1]) / 2;
    float height = (box.maxs[2] - box.mins[2]) / 2;

    Vector origin;
    box.GetBoundsCenter(origin);

    CMapFace face;
    CMapSolid@ solid = CMapSolid();
    Vector[] points;
    points.resize(4);

    points[0][0] = origin[0] + width;
    points[0][1] = origin[1] + depth;
    points[0][2] = origin[2] + height;

    points[1][0] = origin[0] + width;
    points[1][1] = origin[1] - depth;
    points[1][2] = origin[2] + height;

    points[2][0] = origin[0] - width;
    points[2][1] = origin[1] - depth;
    points[2][2] = origin[2] + height;

    face.CreateFace(points, 3);
    solid.AddFace(face);

    for (int i = 0; i < 3; i++)
    {
      points[i][2] = origin[2] - height;
    }

    face.CreateFace(points, -3);
    solid.AddFace(face);

    points[0][0] = origin[0] + width;
    points[0][1] = origin[1] + depth;
    points[0][2] = origin[2] - height;

    points[1][0] = origin[0] + width;
    points[1][1] = origin[1] + depth;
    points[1][2] = origin[2] + height;

    points[2][0] = origin[0] - width;
    points[2][1] = origin[1] - depth;
    points[2][2] = origin[2] + height;

    points[3][0] = origin[0] - width;
    points[3][1] = origin[1] - depth;
    points[3][2] = origin[2] - height;

    face.CreateFace(points, 4);
    solid.AddFace(face);

    points[0][0] = origin[0] + width;
    points[0][1] = origin[1] - depth;
    points[0][2] = origin[2] + height;

    points[1][0] = origin[0] + width;
    points[1][1] = origin[1] - depth;
    points[1][2] = origin[2] - height;

    points[2][0] = origin[0] - width;
    points[2][1] = origin[1] - depth;
    points[2][2] = origin[2] - height;

    points[3][0] = origin[0] - width;
    points[3][1] = origin[1] - depth;
    points[3][2] = origin[2] + height;

    face.CreateFace(points, 4);
    solid.AddFace(face);

    points[0][0] = origin[0] + width;
    points[0][1] = origin[1] + depth;
    points[0][2] = origin[2] + height;

    points[1][0] = origin[0] + width;
    points[1][1] = origin[1] + depth;
    points[1][2] = origin[2] - height;

    points[2][0] = origin[0] + width;
    points[2][1] = origin[1] - depth;
    points[2][2] = origin[2] - height;

    points[3][0] = origin[0] + width;
    points[3][1] = origin[1] - depth;
    points[3][2] = origin[2] + height;

    face.CreateFace(points, 4);
    solid.AddFace(face);

    solid.CalcBounds(false);
    solid.InitializeTextureAxes(align, INIT_TEXTURE_ALL | INIT_TEXTURE_FORCE);

    return solid;
  }

  void DrawPreview( Render@ render, const BoundBox@ box )
  {
    float width = (box.maxs[0] - box.mins[0]) / 2;
    float depth = (box.maxs[1] - box.mins[1]) / 2;
    float height = (box.maxs[2] - box.mins[2]) / 2;
    Vector origin;
    box.GetBoundsCenter(origin);

    MeshBuilder builder;
    builder.Start(GetDefaultTextureName(), MATERIAL_QUADS, 3);

    Vector2D tc1(0, 0);
    Vector2D tc2(0, 1);
    Vector2D tc3(1, 1);
    Vector2D tc4(1, 0);

    Vector pos;

    pos.x = origin[0] + width;
    pos.y = origin[1] + depth;
    pos.z = origin[2] - height;
    builder.Position( pos );
    builder.Normal( vec3_origin );
    builder.TexCoord( 0, tc1 );
    builder.AdvanceVertex();

    pos.x = origin[0] + width;
    pos.y = origin[1] + depth;
    pos.z = origin[2] + height;
    builder.Position( pos );
    builder.Normal( vec3_origin );
    builder.TexCoord( 0, tc2 );
    builder.AdvanceVertex();

    pos.x = origin[0] - width;
    pos.y = origin[1] - depth;
    pos.z = origin[2] + height;
    builder.Position( pos );
    builder.Normal( vec3_origin );
    builder.TexCoord( 0, tc3 );
    builder.AdvanceVertex();

    pos.x = origin[0] - width;
    pos.y = origin[1] - depth;
    pos.z = origin[2] - height;
    builder.Position( pos );
    builder.Normal( vec3_origin );
    builder.TexCoord( 0, tc4 );
    builder.AdvanceVertex();

    pos.x = origin[0] + width;
    pos.y = origin[1] - depth;
    pos.z = origin[2] + height;
    builder.Position( pos );
    builder.Normal( vec3_origin );
    builder.TexCoord( 0, tc1 );
    builder.AdvanceVertex();

    pos.x = origin[0] + width;
    pos.y = origin[1] - depth;
    pos.z = origin[2] - height;
    builder.Position( pos );
    builder.Normal( vec3_origin );
    builder.TexCoord( 0, tc2 );
    builder.AdvanceVertex();

    pos.x = origin[0] - width;
    pos.y = origin[1] - depth;
    pos.z = origin[2] - height;
    builder.Position( pos );
    builder.Normal( vec3_origin );
    builder.TexCoord( 0, tc3 );
    builder.AdvanceVertex();

    pos.x = origin[0] - width;
    pos.y = origin[1] - depth;
    pos.z = origin[2] + height;
    builder.Position( pos );
    builder.Normal( vec3_origin );
    builder.TexCoord( 0, tc4 );
    builder.AdvanceVertex();

    pos.x = origin[0] + width;
    pos.y = origin[1] + depth;
    pos.z = origin[2] + height;
    builder.Position( pos );
    builder.Normal( vec3_origin );
    builder.TexCoord( 0, tc1 );
    builder.AdvanceVertex();

    pos.x = origin[0] + width;
    pos.y = origin[1] + depth;
    pos.z = origin[2] - height;
    builder.Position( pos );
    builder.Normal( vec3_origin );
    builder.TexCoord( 0, tc2 );
    builder.AdvanceVertex();

    pos.x = origin[0] + width;
    pos.y = origin[1] - depth;
    pos.z = origin[2] - height;
    builder.Position( pos );
    builder.Normal( vec3_origin );
    builder.TexCoord( 0, tc3 );
    builder.AdvanceVertex();

    pos.x = origin[0] + width;
    pos.y = origin[1] - depth;
    pos.z = origin[2] + height;
    builder.Position( pos );
    builder.Normal( vec3_origin );
    builder.TexCoord( 0, tc4 );
    builder.AdvanceVertex();

    builder.Draw();

    builder.Start(GetDefaultTextureName(), MATERIAL_TRIANGLES, 2);

    pos.x = origin[0] + width;
    pos.y = origin[1] + depth;
    pos.z = origin[2] + height;
    builder.Position( pos );
    builder.Normal( vec3_origin );
    builder.TexCoord( 0, tc1 );
    builder.AdvanceVertex();

    pos.x = origin[0] + width;
    pos.y = origin[1] - depth;
    pos.z = origin[2] + height;
    builder.Position( pos );
    builder.Normal( vec3_origin );
    builder.TexCoord( 0, tc2 );
    builder.AdvanceVertex();

    pos.x = origin[0] - width;
    pos.y = origin[1] - depth;
    pos.z = origin[2] + height;
    builder.Position( pos );
    builder.Normal( vec3_origin );
    builder.TexCoord( 0, tc3 );
    builder.AdvanceVertex();

    pos.x = origin[0] + width;
    pos.y = origin[1] + depth;
    pos.z = origin[2] - height;
    builder.Position( pos );
    builder.Normal( vec3_origin );
    builder.TexCoord( 0, tc1 );
    builder.AdvanceVertex();

    pos.x = origin[0] - width;
    pos.y = origin[1] - depth;
    pos.z = origin[2] - height;
    builder.Position( pos );
    builder.Normal( vec3_origin );
    builder.TexCoord( 0, tc3 );
    builder.AdvanceVertex();

    pos.x = origin[0] + width;
    pos.y = origin[1] - depth;
    pos.z = origin[2] - height;
    builder.Position( pos );
    builder.Normal( vec3_origin );
    builder.TexCoord( 0, tc4 );
    builder.AdvanceVertex();

    builder.Draw();
  }
};

[Solid("script_spike")]
class ExampleSpike : ScriptSolid
{
  GUIData[]@ GetGuiData() const
  {
    return { GUIData( Label, "Spike" ), GUIData( Divider ), GUIData( TextBox, "Sides", 4 ) }; // Script gui layout
  }

  void GuiUpdated(const dictionary@ dict)
  {
    sides = int(dict["Sides"]); // Value is stored with the same name as TextBox
    if (sides < 3)
      sides = 3;
    print("new side count: " + sides);
  }

  float DEG2RAD( float ang )
  {
    return ang * (3.14159265358979323846 / 180.f);
  }

  void polyMake( float x1, float  y1, float x2, float y2, int npoints, float start_ang, Vector[]@ pmPoints )
  {
    int point;
    float angle = start_ang, angle_delta = 360.0f / float(npoints);
    float xrad = (x2-x1) / 2, yrad = (y2-y1) / 2;

    // make centerpoint for polygon:
    float xCenter = x1 + xrad;
    float yCenter = y1 + yrad;

    for( point = 0; point < npoints; point++, angle += angle_delta )
    {
      if( angle > 360 )
        angle -= 360;

      pmPoints[point][0] = /*rint*/(xCenter + (sin(DEG2RAD(angle)) * xrad));
      pmPoints[point][1] = /*rint*/(yCenter + (cos(DEG2RAD(angle)) * yrad));
    }

    pmPoints[point][0] = pmPoints[0][0];
    pmPoints[point][1] = pmPoints[0][1];
  }

  CMapClass@ CreateMapSolid( const BoundBox@ box, TextureAlignment align )
  {
    float fWidth = (box.maxs[0] - box.mins[0]) / 2;
    float fDepth = (box.maxs[1] - box.mins[1]) / 2;
    float fHeight = (box.maxs[2] - box.mins[2]) / 2;
    print("Sides: " + sides + "; Width: " + fWidth + "; Depth: " + fDepth + "; Height: " + fHeight);

    Vector origin;
    box.GetBoundsCenter(origin);

    Vector[] pmPoints;
    pmPoints.resize(64);
    polyMake(origin[0] - fWidth, origin[1] - fDepth, origin[0] + fWidth, origin[1] + fDepth, sides, 0, pmPoints);

    CMapFace NewFace;
    CMapSolid@ pSolid = CMapSolid();

    for(int i = 0; i < sides+1; i++)
    {
      // YWB rounding???
      pmPoints[i][2] = /*rint*/(origin[2] - fHeight);
    }

    NewFace.CreateFace(pmPoints, -sides);
    pSolid.AddFace(NewFace);

    // other sides
    Vector[] Points;
    Points.resize(3);

    // get centerpoint
    Points[0][0] = origin[0];
    Points[0][1] = origin[1];
    // YWB rounding???
    Points[0][2] = rint(origin[2] + fHeight);

    for(int i = 0; i < sides; i++)
    {
      Points[1][0] = pmPoints[i][0];
      Points[1][1] = pmPoints[i][1];
      Points[1][2] = pmPoints[i][2];

      Points[2][0] = pmPoints[i+1][0];
      Points[2][1] = pmPoints[i+1][1];
      Points[2][2] = pmPoints[i+1][2];

      NewFace.CreateFace(Points, 3);
      pSolid.AddFace(NewFace);
    }

    pSolid.CalcBounds(false);
    pSolid.InitializeTextureAxes(align, INIT_TEXTURE_ALL | INIT_TEXTURE_FORCE);
    return pSolid;
  }

  void DrawPreview( Render@ render, const BoundBox@ box )
  {
    float fWidth = (box.maxs[0] - box.mins[0]) / 2;
    float fDepth = (box.maxs[1] - box.mins[1]) / 2;
    float fHeight = (box.maxs[2] - box.mins[2]) / 2;

    Vector origin;
    box.GetBoundsCenter(origin);

    Vector[] pmPoints;
    pmPoints.resize(64);
    polyMake(origin[0] - fWidth, origin[1] - fDepth, origin[0] + fWidth, origin[1] + fDepth, sides, 0, pmPoints);

    for(int i = 0; i < sides+1; i++)
    {
      // YWB rounding???
      pmPoints[i][2] = /*rint*/(origin[2] - fHeight);
    }

    MeshBuilder builder;
    builder.Start(GetDefaultTextureName(), MATERIAL_POLYGON, sides);

    for(int i = sides; i > 0; --i)
    {
      builder.Position(pmPoints[i]);
      builder.Normal(vec3_origin);
      builder.TexCoord( 0, 0, 0 );
      builder.AdvanceVertex();
    }

    builder.Draw();

    Vector[] Points;
    Points.resize(3);

    // get centerpoint
    Points[0][0] = origin[0];
    Points[0][1] = origin[1];
    // YWB rounding???
    Points[0][2] = rint(origin[2] + fHeight);

    for(int i = 0; i < sides; i++)
    {
      Points[1][0] = pmPoints[i][0];
      Points[1][1] = pmPoints[i][1];
      Points[1][2] = pmPoints[i][2];

      Points[2][0] = pmPoints[i+1][0];
      Points[2][1] = pmPoints[i+1][1];
      Points[2][2] = pmPoints[i+1][2];

      builder.Start(GetDefaultTextureName(), MATERIAL_TRIANGLES, 1);
      for(int j = 0; j < 3; j++)
      {
        builder.Position(Points[j]);
        builder.Normal(vec3_origin);
        builder.TexCoord( 0, 0, 0 );
        builder.AdvanceVertex();
      }
      builder.Draw();
    }
  }

  int sides;
};
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