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patrikjuvonen committed Aug 15, 2021
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1 change: 1 addition & 0 deletions CODEOWNERS
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* @patrikjuvonen
21 changes: 21 additions & 0 deletions LICENSE
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MIT License

Copyright (c) 2021 patrikjuvonen

Permission is hereby granted, free of charge, to any person obtaining a copy
of this software and associated documentation files (the "Software"), to deal
in the Software without restriction, including without limitation the rights
to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
copies of the Software, and to permit persons to whom the Software is
furnished to do so, subject to the following conditions:

The above copyright notice and this permission notice shall be included in all
copies or substantial portions of the Software.

THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
SOFTWARE.
59 changes: 59 additions & 0 deletions README.md
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# Lights Add-on for MTA:SA Map Editor

This resource is still a beta release and under construction. Use at your own peril.

You want to add lights inside the MTA:SA Map Editor? You've come to the right place.

![Screenshot](screenshot.jpg)

## Installation

You must download and install the following resources to use this resource:

* [dl_core](https://community.multitheftauto.com/index.php?p=resources&s=details&id=18510) by Ren712
* [dl_lightmanager](https://community.multitheftauto.com/index.php?p=resources&s=details&id=18512) by Ren712

Once you've installed the prerequisities, we can install this resource!

1. Download the latest release
2. Put the resource inside your `MTA San Andreas 1.5/server/mods/deathmatch/resources` folder
3. Refresh resources by running `refreshall` in your server console
4. The add-on is ready for use!

## How to use in map editor

1. Start the map editor resource (`editor`) or enter the Map Editor from the main menu
2. Click "definitions" from the top editor menu
3. Add "editor_addon_lights" to your definitions and press OK
4. Hover on the buttons in the bottom-left corner, and scroll your mouse wheel once
5. Click the "Light" button to place a new light into the game world
6. Double-click the light to change its properties
7. Once you've finished with your map, save the map in a resource

## How to use with a saved map

Start your map resource **together** with this `editor_addon_lights` resource, and you should be able to see the lights placed in the game world using your defined settings!

## License

MIT License

Copyright (c) 2021 patrikjuvonen

Permission is hereby granted, free of charge, to any person obtaining a copy
of this software and associated documentation files (the "Software"), to deal
in the Software without restriction, including without limitation the rights
to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
copies of the Software, and to permit persons to whom the Software is
furnished to do so, subject to the following conditions:

The above copyright notice and this permission notice shall be included in all
copies or substantial portions of the Software.

THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
SOFTWARE.
231 changes: 231 additions & 0 deletions c_editor_addon.lua
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--[[
This resource is officially available on GitHub at
https://github.com/patrikjuvonen/editor_addon_lights
MIT License
Copyright (c) 2021 patrikjuvonen
Permission is hereby granted, free of charge, to any person obtaining a copy
of this software and associated documentation files (the "Software"), to deal
in the Software without restriction, including without limitation the rights
to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
copies of the Software, and to permit persons to whom the Software is
furnished to do so, subject to the following conditions:
The above copyright notice and this permission notice shall be included in all
copies or substantial portions of the Software.
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
SOFTWARE.
]]
local lightMatrix = {}

local function getRepresentation(element, type)
local elemTable = {}

for _, elem in pairs(getElementsByType(type, element)) do
if (elem ~= exports.edf:edfGetHandle(elem)) then
table.insert(elemTable, elem)
end
end

if (#elemTable == 0) then
return false
elseif (#elemTable == 1) then
return elemTable[1]
end

return elemTable
end

local function hex2rgba(hex)
local hex = hex:gsub("#", "")
return tonumber("0x" .. hex:sub(1, 2)), tonumber("0x" .. hex:sub(3, 4)), tonumber("0x" .. hex:sub(5, 6)), tonumber("0x" .. hex:sub(7, 8))
end

local function createLight(element)
element = element or source

if (not isElement(element)) or (getElementType(element) ~= "addon_light") then return end

if (isElement(lightMatrix[element])) then
if (getElementType(lightMatrix[source]) == "searchlight") then
destroyElement(lightMatrix[source])
else
call(getResourceFromName("dl_lightmanager"), "destroyLight", lightMatrix[source])
end
end

local lightType = exports.edf:edfGetElementProperty(element, "type")
local x, y, z = exports.edf:edfGetElementPosition(element)
local tx, ty, tz = unpack(exports.edf:edfGetElementProperty(element, "target"))
local r, g, b, a = hex2rgba(exports.edf:edfGetElementProperty(element, "color"))
local attenuation = exports.edf:edfGetElementProperty(element, "attenuation") or 5
local dimension = exports.edf:edfGetElementDimension(element) or 0
local interior = exports.edf:edfGetElementInterior(element) or 0

if (lightType == "GTASearchLight") then
lightMatrix[element] = createSearchLight(
x, y, z,
tx, ty, tz,
exports.edf:edfGetElementProperty(element, "startRadius"),
exports.edf:edfGetElementProperty(element, "endRadius"),
exports.edf:edfGetElementProperty(element, "renderSpot") == "true"
)
setElementDimension(lightMatrix[element], dimension)
setElementInterior(lightMatrix[element], interior)
elseif (lightType == "DLPointLight") then
lightMatrix[element] = call(
getResourceFromName("dl_lightmanager"), "createPointLight",
x, y, z,
r, g, b, a,
attenuation,
exports.edf:edfGetElementProperty(element, "generateNormals") == "true", exports.edf:edfGetElementProperty(element, "skipNormals") == "true", dimension, interior
)
call(getResourceFromName("dl_lightmanager"), "setLightDimension", lightMatrix[element], dimension)
call(getResourceFromName("dl_lightmanager"), "setLightInterior", lightMatrix[element], interior)
elseif (lightType == "DLSpotLight") then
lightMatrix[element] = call(
getResourceFromName("dl_lightmanager"), "createSpotLight",
x, y, z,
r, g, b, a,
tx, ty, tz,
exports.edf:edfGetElementProperty(element, "falloff") or 5,
exports.edf:edfGetElementProperty(element, "theta") or 5,
exports.edf:edfGetElementProperty(element, "phi") or 10,
attenuation,
exports.edf:edfGetElementProperty(element, "generateNormals") == "true", exports.edf:edfGetElementProperty(element, "skipNormals") == "true", dimension, interior
)
call(getResourceFromName("dl_lightmanager"), "setLightDimension", lightMatrix[element], dimension)
call(getResourceFromName("dl_lightmanager"), "setLightInterior", lightMatrix[element], interior)
end

setElementParent(lightMatrix[element], element)

setElementAlpha(getRepresentation(element, "marker"), 0)
end

addEventHandler("onClientElementCreate", root, function ()
setElementData(source, "unplaced", true, false)
createLight(source)
end)

local function localCleanUp()
if (not isElement(source)) or (getElementType(source) ~= "addon_light") or (not lightMatrix[source]) then return end

if (isElement(lightMatrix[source])) then
if (getElementType(lightMatrix[source]) == "searchlight") then
destroyElement(lightMatrix[source])
else
call(getResourceFromName("dl_lightmanager"), "destroyLight", lightMatrix[source])
end
end

lightMatrix[source] = nil
end
addEventHandler("onClientElementDestroyed", root, localCleanUp)
addEventHandler("onClientElementDestroy", root, localCleanUp)

addEventHandler("onClientElementPropertyChanged", root, function (propertyName, v)
if (not isElement(source)) or (getElementType(source) ~= "addon_light") or (not lightMatrix[source]) then return end

if (not isElement(lightMatrix[source])) then
createLight(source)
return
end

if (getElementType(lightMatrix[source]) ~= "searchlight") then
if (propertyName == "position") then
call(getResourceFromName("dl_lightmanager"), "setLightPosition", lightMatrix[source], exports.edf:edfGetElementPosition(source))
elseif (propertyName == "rotation") then
call(getResourceFromName("dl_lightmanager"), "setLightRotation", lightMatrix[source], exports.edf:edfGetElementRotation(source))
elseif (propertyName == "target") then
call(getResourceFromName("dl_lightmanager"), "setLightDirection", lightMatrix[source], unpack(exports.edf:edfGetElementProperty(source, "target") or {0, 0, 0}))
elseif (propertyName == "color") then
call(getResourceFromName("dl_lightmanager"), "setLightColor", lightMatrix[source], hex2rgba(exports.edf:edfGetElementProperty(source, "color") or "#ffffffff"))
elseif (propertyName == "attenuation") then
call(getResourceFromName("dl_lightmanager"), "setLightAttenuation", lightMatrix[source], exports.edf:edfGetElementProperty(source, "attenuation") or 5)
elseif (propertyName == "falloff") then
call(getResourceFromName("dl_lightmanager"), "setLightFalloff", lightMatrix[source], exports.edf:edfGetElementProperty(source, "falloff") or 5)
elseif (propertyName == "theta") then
call(getResourceFromName("dl_lightmanager"), "setLightTheta", lightMatrix[source], exports.edf:edfGetElementProperty(source, "theta") or 5)
elseif (propertyName == "phi") then
call(getResourceFromName("dl_lightmanager"), "setLightPhi", lightMatrix[source], exports.edf:edfGetElementProperty(source, "phi") or 5)
else
createLight(source)
end
elseif (propertyName == "position") then
setSearchLightStartPosition(lightMatrix[source], getElementPosition(source))
elseif (propertyName == "target") then
setSearchLightEndPosition(lightMatrix[source], Vector3(exports.edf:edfGetElementProperty(source, "target") or {0, 0, 0}))
elseif (propertyName == "startRadius") then
setSearchLightStartRadius(lightMatrix[source], exports.edf:edfGetElementProperty(source, "startRadius") or 0.1)
elseif (propertyName == "endRadius") then
setSearchLightEndRadius(lightMatrix[source], exports.edf:edfGetElementProperty(source, "endRadius") or 20)
else
createLight(source)
end
end)

addEvent("onClientElementDrop", true)
addEventHandler("onClientElementDrop", root, function ()
if (not isElement(source)) or (getElementType(source) ~= "addon_light") or (not lightMatrix[source]) then return end

setElementData(source, "unplaced", nil)
end)

addEventHandler("onClientPreRender", root, function ()
for element, light in pairs(lightMatrix) do
if (isElement(element)) then
if (exports.edf:edfGetElementProperty(element, "type") == "GTASearchLight") then
setSearchLightStartPosition(light, exports.edf:edfGetElementPosition(element))

local _, _, rz = exports.edf:edfGetElementRotation(element)
local x, y, z = exports.edf:edfGetElementPosition(element)

if (getElementData(element, "unplaced")) then
exports.edf:edfSetElementProperty(element, "target", { x, y, getGroundPosition(x, y, z) })
end

local tx, ty, tz = unpack(exports.edf:edfGetElementProperty(element, "target"))

setSearchLightEndPosition(
light,
x + (tx - x) * math.cos(math.rad(rz)) - (ty - y) * math.sin(math.rad(rz)),
y + (tx - x) * math.sin(math.rad(rz)) + (ty - y) * math.cos(math.rad(rz)),
tz
)
else
call(getResourceFromName("dl_lightmanager"), "setLightPosition", light, exports.edf:edfGetElementPosition(element))
call(getResourceFromName("dl_lightmanager"), "setLightRotation", light, exports.edf:edfGetElementRotation(element))
end
end
end
end)

function onStart()
for _, element in pairs(getElementsByType("addon_light")) do
createLight(element)
end
end

function onStop()
for element, light in pairs(lightMatrix) do
if (isElement(light)) then
if (getElementType(light) == "searchlight") then
destroyElement(light)
else
call(getResourceFromName("dl_lightmanager"), "destroyLight", light)
end
end

lightMatrix[element] = nil
end
end
addEventHandler("onClientResourceStop", resourceRoot, onStop)
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