0ad/source/tools/atlas/GameInterface/Handlers/ObjectHandlers.cpp

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/* Copyright (C) 2019 Wildfire Games.
* This file is part of 0 A.D.
*
* 0 A.D. is free software: you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation, either version 2 of the License, or
* (at your option) any later version.
*
* 0 A.D. is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with 0 A.D. If not, see <http://www.gnu.org/licenses/>.
*/
#include "precompiled.h"
#include <cfloat>
#include <map>
#include "MessageHandler.h"
#include "../CommandProc.h"
#include "../SimState.h"
#include "../View.h"
#include "graphics/GameView.h"
#include "graphics/Model.h"
#include "graphics/ObjectBase.h"
# Added tool for viewing models and animations outside the game. Atlas: Added ActorViewer. Moved GL canvas into separate class for shared use. Disabled message-handling callback while blocked on the game, and stopped creating dialog boxes inside the game thread in order to avoid deadlocks (hopefully). Support multiple Views (for independent sets of camera/update/render code). Recalculate territory boundaries when necessary. Changed default list of animations to match those currently used by actors. # Tidied up more code. Moved some more #includes out of .h files, to minimise unnecessary compilation. MathUtil: Deleted unused/unuseful macros (M_PI (use PI instead), M_PI_2 (use PI/2), MAX3, ABS (use abs)). ObjectManager: Removed some ScEd-specific things. Unit: Moved creation out of UnitManager, so units can be created without adding to the manager. Changed CStr8 to the more conventional CStr. app_hooks: Removed warning for setting multiple times. win: Restored SEH catcher. GameSetup, GameView: Removed RenderNoCull, because it doesn't seem to do what it says it does ("force renderer to load everything") since we're loading-on-demand most stuff and it doesn't seem especially useful since we'd prefer to minimise loading times (but feel free to correct me if I'm wrong). (And because it crashes when things need to be initialised in a different order, so it's easier to remove than to understand and fix it.) PatchRData, Renderer: Work sensibly when there's no game (hence no LOS manager, water, etc). LOSManager: Use entity position instead of actor position when possible. TerritoryManager: Allow delayed recalculations (so Atlas can issue lots of move+recalculate commands per frame). Cinematic: Non-pointer wxTimer, so it doesn't leak and doesn't have to be deleted manually. This was SVN commit r4261.
2006-08-28 10:36:42 -07:00
#include "graphics/ObjectEntry.h"
#include "graphics/ObjectManager.h"
#include "graphics/Terrain.h"
#include "graphics/Unit.h"
#include "lib/ogl.h"
#include "lib/utf8.h"
#include "maths/MathUtil.h"
#include "maths/Matrix3D.h"
#include "ps/CLogger.h"
#include "ps/Game.h"
#include "ps/World.h"
#include "renderer/Renderer.h"
#include "renderer/WaterManager.h"
#include "simulation2/Simulation2.h"
#include "simulation2/components/ICmpObstruction.h"
#include "simulation2/components/ICmpOwnership.h"
#include "simulation2/components/ICmpPosition.h"
#include "simulation2/components/ICmpPlayer.h"
#include "simulation2/components/ICmpPlayerManager.h"
#include "simulation2/components/ICmpSelectable.h"
#include "simulation2/components/ICmpTemplateManager.h"
#include "simulation2/components/ICmpVisual.h"
#include "simulation2/helpers/Selection.h"
#include "ps/XML/XMLWriter.h"
namespace AtlasMessage {
namespace
{
bool SortObjectsList(const sObjectsListItem& a, const sObjectsListItem& b)
{
return wcscmp(a.name.c_str(), b.name.c_str()) < 0;
}
}
// Helpers for object constraints
bool CheckEntityObstruction(entity_id_t ent)
{
CmpPtr<ICmpObstruction> cmpObstruction(*g_Game->GetSimulation2(), ent);
if (cmpObstruction)
{
ICmpObstruction::EFoundationCheck result = cmpObstruction->CheckFoundation("default");
if (result != ICmpObstruction::FOUNDATION_CHECK_SUCCESS)
return false;
}
return true;
}
void CheckObstructionAndUpdateVisual(entity_id_t id)
{
CmpPtr<ICmpVisual> cmpVisual(*g_Game->GetSimulation2(), id);
if (cmpVisual)
{
if (!CheckEntityObstruction(id))
cmpVisual->SetShadingColor(fixed::FromDouble(1.4), fixed::FromDouble(0.4), fixed::FromDouble(0.4), fixed::FromDouble(1));
else
cmpVisual->SetShadingColor(fixed::FromDouble(1), fixed::FromDouble(1), fixed::FromDouble(1), fixed::FromDouble(1));
}
}
QUERYHANDLER(GetObjectsList)
{
std::vector<sObjectsListItem> objects;
CmpPtr<ICmpTemplateManager> cmpTemplateManager(*g_Game->GetSimulation2(), SYSTEM_ENTITY);
if (cmpTemplateManager)
{
std::vector<std::string> names = cmpTemplateManager->FindAllTemplates(true);
for (std::vector<std::string>::iterator it = names.begin(); it != names.end(); ++it)
{
std::wstring name(it->begin(), it->end());
sObjectsListItem e;
e.id = name;
if (name.substr(0, 6) == L"actor|")
{
e.name = name.substr(6);
e.type = 1;
}
else
{
e.name = name;
e.type = 0;
}
objects.push_back(e);
}
}
std::sort(objects.begin(), objects.end(), SortObjectsList);
msg->objects = objects;
}
static std::vector<entity_id_t> g_Selection;
typedef std::map<player_id_t, CColor> PlayerColorMap;
// Helper function to find color of player owning the given entity,
// returns white if entity has no owner. Uses caching to avoid
// expensive script calls.
static CColor GetOwnerPlayerColor(PlayerColorMap& colorMap, entity_id_t id)
{
// Default color - white
CColor color(1.0f, 1.0f, 1.0f, 1.0f);
CSimulation2& sim = *g_Game->GetSimulation2();
CmpPtr<ICmpOwnership> cmpOwnership(sim, id);
if (cmpOwnership)
{
player_id_t owner = cmpOwnership->GetOwner();
if (colorMap.find(owner) != colorMap.end())
return colorMap[owner];
else
{
CmpPtr<ICmpPlayerManager> cmpPlayerManager(sim, SYSTEM_ENTITY);
entity_id_t playerEnt = cmpPlayerManager->GetPlayerByID(owner);
CmpPtr<ICmpPlayer> cmpPlayer(sim, playerEnt);
if (cmpPlayer)
{
colorMap[owner] = cmpPlayer->GetDisplayedColor();
color = colorMap[owner];
}
}
}
return color;
}
MESSAGEHANDLER(SetSelectionPreview)
{
CSimulation2& sim = *g_Game->GetSimulation2();
// Cache player colors for performance
PlayerColorMap playerColors;
// Clear old selection rings
for (size_t i = 0; i < g_Selection.size(); ++i)
{
// We can't set only alpha here, because that won't trigger desaturation
// so we set the complete color (not too evil since it's cached)
CmpPtr<ICmpSelectable> cmpSelectable(sim, g_Selection[i]);
if (cmpSelectable)
{
CColor color = GetOwnerPlayerColor(playerColors, g_Selection[i]);
color.a = 0.0f;
cmpSelectable->SetSelectionHighlight(color, false);
}
}
g_Selection = *msg->ids;
// Set new selection rings
for (size_t i = 0; i < g_Selection.size(); ++i)
{
CmpPtr<ICmpSelectable> cmpSelectable(sim, g_Selection[i]);
if (cmpSelectable)
cmpSelectable->SetSelectionHighlight(GetOwnerPlayerColor(playerColors, g_Selection[i]), true);
}
}
QUERYHANDLER(GetObjectSettings)
{
AtlasView* view = AtlasView::GetView(msg->view);
CSimulation2* simulation = view->GetSimulation2();
sObjectSettings settings;
settings.player = 0;
CmpPtr<ICmpOwnership> cmpOwnership(*simulation, view->GetEntityId(msg->id));
if (cmpOwnership)
{
int32_t player = cmpOwnership->GetOwner();
if (player != -1)
settings.player = player;
}
// TODO: selections
/*
// Get the unit's possible variants and selected variants
std::vector<std::vector<CStr> > groups = unit->GetObject().m_Base->GetVariantGroups();
const std::set<CStr>& selections = unit->GetActorSelections();
// Iterate over variant groups
std::vector<std::vector<std::wstring> > variantgroups;
std::set<std::wstring> selections_set;
variantgroups.reserve(groups.size());
for (size_t i = 0; i < groups.size(); ++i)
{
// Copy variants into output structure
std::vector<std::wstring> group;
group.reserve(groups[i].size());
int choice = -1;
for (size_t j = 0; j < groups[i].size(); ++j)
{
group.push_back(CStrW(groups[i][j]));
// Find the first string in 'selections' that matches one of this
// group's variants
if (choice == -1)
if (selections.find(groups[i][j]) != selections.end())
choice = (int)j;
}
// Assuming one of the variants was selected (which it really ought
// to be), remember that one's name
if (choice != -1)
selections_set.insert(CStrW(groups[i][choice]));
variantgroups.push_back(group);
}
settings.variantgroups = variantgroups;
settings.selections = std::vector<std::wstring> (selections_set.begin(), selections_set.end()); // convert set->vector
*/
msg->settings = settings;
}
QUERYHANDLER(GetObjectMapSettings)
{
std::vector<entity_id_t> ids = *msg->ids;
CmpPtr<ICmpTemplateManager> cmpTemplateManager(*g_Game->GetSimulation2(), SYSTEM_ENTITY);
ENSURE(cmpTemplateManager);
XMLWriter_File exampleFile;
{
XMLWriter_Element entitiesTag(exampleFile, "Entities");
{
for (entity_id_t id : ids)
{
XMLWriter_Element entityTag(exampleFile, "Entity");
{
//Template name
entityTag.Setting("Template", cmpTemplateManager->GetCurrentTemplateName(id));
//Player
CmpPtr<ICmpOwnership> cmpOwnership(*g_Game->GetSimulation2(), id);
if (cmpOwnership)
entityTag.Setting("Player", static_cast<int>(cmpOwnership->GetOwner()));
//Adding position to make some relative position later
CmpPtr<ICmpPosition> cmpPosition(*g_Game->GetSimulation2(), id);
if (cmpPosition)
{
CFixedVector3D pos = cmpPosition->GetPosition();
CFixedVector3D rot = cmpPosition->GetRotation();
{
XMLWriter_Element positionTag(exampleFile, "Position");
positionTag.Attribute("x", pos.X);
positionTag.Attribute("z", pos.Z);
// TODO: height offset etc
}
{
XMLWriter_Element orientationTag(exampleFile, "Orientation");
orientationTag.Attribute("y", rot.Y);
// TODO: X, Z maybe
}
}
// Adding actor seed
CmpPtr<ICmpVisual> cmpVisual(*g_Game->GetSimulation2(), id);
if (cmpVisual)
entityTag.Setting("ActorSeed", static_cast<unsigned int>(cmpVisual->GetActorSeed()));
}
}
}
}
const CStr& data = exampleFile.GetOutput();
msg->xmldata = data.FromUTF8();
}
BEGIN_COMMAND(SetObjectSettings)
{
player_id_t m_PlayerOld, m_PlayerNew;
std::set<CStr> m_SelectionsOld, m_SelectionsNew;
void Do()
{
sObjectSettings settings = msg->settings;
AtlasView* view = AtlasView::GetView(msg->view);
CSimulation2* simulation = view->GetSimulation2();
CmpPtr<ICmpOwnership> cmpOwnership(*simulation, view->GetEntityId(msg->id));
m_PlayerOld = 0;
if (cmpOwnership)
{
int32_t player = cmpOwnership->GetOwner();
if (player != -1)
m_PlayerOld = player;
}
// TODO: selections
// m_SelectionsOld = unit->GetActorSelections();
m_PlayerNew = (player_id_t)settings.player;
std::vector<std::wstring> selections = *settings.selections;
for (std::vector<std::wstring>::iterator it = selections.begin(); it != selections.end(); ++it)
{
m_SelectionsNew.insert(CStrW(*it).ToUTF8());
}
Redo();
}
void Redo()
{
Set(m_PlayerNew, m_SelectionsNew);
}
void Undo()
{
Set(m_PlayerOld, m_SelectionsOld);
}
private:
void Set(player_id_t player, const std::set<CStr>& UNUSED(selections))
{
AtlasView* view = AtlasView::GetView(msg->view);
CSimulation2* simulation = view->GetSimulation2();
CmpPtr<ICmpOwnership> cmpOwnership(*simulation, view->GetEntityId(msg->id));
if (cmpOwnership)
cmpOwnership->SetOwner(player);
// TODO: selections
// unit->SetActorSelections(selections);
}
};
END_COMMAND(SetObjectSettings);
//////////////////////////////////////////////////////////////////////////
static CStrW g_PreviewUnitName;
static entity_id_t g_PreviewEntityID = INVALID_ENTITY;
static std::vector<entity_id_t> g_PreviewEntitiesID;
static CVector3D GetUnitPos(const Position& pos, bool floating)
{
static CVector3D vec;
vec = pos.GetWorldSpace(vec, floating); // if msg->pos is 'Unchanged', use the previous pos
// Clamp the position to the edges of the world:
// Use 'Clamp' with a value slightly less than the width, so that converting
// to integer (rounding towards zero) will put it on the tile inside the edge
// instead of just outside
float mapWidth = (g_Game->GetWorld()->GetTerrain()->GetVerticesPerSide()-1)*TERRAIN_TILE_SIZE;
float delta = 1e-6f; // fraction of map width - must be > FLT_EPSILON
float xOnMap = Clamp(vec.X, 0.f, mapWidth * (1.f - delta));
float zOnMap = Clamp(vec.Z, 0.f, mapWidth * (1.f - delta));
// Don't waste time with GetExactGroundLevel unless we've changed
if (xOnMap != vec.X || zOnMap != vec.Z)
{
vec.X = xOnMap;
vec.Z = zOnMap;
vec.Y = g_Game->GetWorld()->GetTerrain()->GetExactGroundLevel(xOnMap, zOnMap);
}
return vec;
}
QUERYHANDLER(GetCurrentSelection)
{
msg->ids = g_Selection;
}
MESSAGEHANDLER(ObjectPreviewToEntity)
{
UNUSED2(msg);
if (g_PreviewEntitiesID.size() == 0)
return;
CmpPtr<ICmpTemplateManager> cmpTemplateManager(*g_Game->GetSimulation2(), SYSTEM_ENTITY);
ENSURE(cmpTemplateManager);
PlayerColorMap playerColor;
//I need to re create the objects finally delete preview objects
for (entity_id_t ent : g_PreviewEntitiesID)
{
//Get template name (without the "preview|" prefix)
std::wstring wTemplateName = wstring_from_utf8(cmpTemplateManager->GetCurrentTemplateName(ent).substr(8));
//Create new entity
entity_id_t new_ent = g_Game->GetSimulation2()->AddEntity(wTemplateName);
if (new_ent == INVALID_ENTITY)
continue;
//get position, get rotation
CmpPtr<ICmpPosition> cmpPositionNew(*g_Game->GetSimulation2(), new_ent);
CmpPtr<ICmpPosition> cmpPositionOld(*g_Game->GetSimulation2(), ent);
if (cmpPositionNew && cmpPositionOld)
{
CVector3D pos = cmpPositionOld->GetPosition();
cmpPositionNew->JumpTo(entity_pos_t::FromFloat(pos.X), entity_pos_t::FromFloat(pos.Z));
//now rotate
CFixedVector3D rotation = cmpPositionOld->GetRotation();
cmpPositionNew->SetYRotation(rotation.Y);
}
//get owner
CmpPtr<ICmpOwnership> cmpOwnershipNew(*g_Game->GetSimulation2(), new_ent);
CmpPtr<ICmpOwnership> cmpOwnershipOld(*g_Game->GetSimulation2(), ent);
if (cmpOwnershipNew && cmpOwnershipOld)
cmpOwnershipNew->SetOwner(cmpOwnershipOld->GetOwner());
//getVisual
CmpPtr<ICmpVisual> cmpVisualNew(*g_Game->GetSimulation2(), new_ent);
CmpPtr<ICmpVisual> cmpVisualOld(*g_Game->GetSimulation2(), ent);
if (cmpVisualNew && cmpVisualOld)
cmpVisualNew->SetActorSeed(cmpVisualOld->GetActorSeed());
//Update g_selectedObject and higligth
g_Selection.push_back(new_ent);
CmpPtr<ICmpSelectable> cmpSelectable(*g_Game->GetSimulation2(), new_ent);
if (cmpSelectable)
cmpSelectable->SetSelectionHighlight(GetOwnerPlayerColor(playerColor, new_ent), true);
g_Game->GetSimulation2()->DestroyEntity(ent);
}
g_PreviewEntitiesID.clear();
}
MESSAGEHANDLER(MoveObjectPreview)
{
if (g_PreviewEntitiesID.size()==0)
return;
//TODO:Change pivot
entity_id_t referenceEntity = *g_PreviewEntitiesID.begin();
// All selected objects move relative to a pivot object,
// so get its position and whether it's floating
CFixedVector3D referencePos;
CmpPtr<ICmpPosition> cmpPosition(*g_Game->GetSimulation2(), referenceEntity);
if (cmpPosition && cmpPosition->IsInWorld())
referencePos = cmpPosition->GetPosition();
// Calculate directional vector of movement for pivot object,
// we apply the same movement to all objects
CVector3D targetPos = GetUnitPos(msg->pos, true);
CFixedVector3D fTargetPos(entity_pos_t::FromFloat(targetPos.X), entity_pos_t::FromFloat(targetPos.Y), entity_pos_t::FromFloat(targetPos.Z));
CFixedVector3D dir = fTargetPos - referencePos;
for (size_t i = 0; i < g_PreviewEntitiesID.size(); ++i)
{
entity_id_t id = (entity_id_t)g_PreviewEntitiesID[i];
CFixedVector3D posFinal;
CmpPtr<ICmpPosition> cmpPosition(*g_Game->GetSimulation2(), id);
if (cmpPosition && cmpPosition->IsInWorld())
{
// Calculate this object's position
CFixedVector3D posFixed = cmpPosition->GetPosition();
posFinal = posFixed + dir;
}
cmpPosition->JumpTo(posFinal.X, posFinal.Z);
CheckObstructionAndUpdateVisual(id);
}
}
MESSAGEHANDLER(ObjectPreview)
{
// If the selection has changed...
if (*msg->id != g_PreviewUnitName || (!msg->cleanObjectPreviews))
{
// Delete old entity
if (g_PreviewEntityID != INVALID_ENTITY && msg->cleanObjectPreviews)
{
//Time to delete all preview objects
for (entity_id_t ent : g_PreviewEntitiesID)
g_Game->GetSimulation2()->DestroyEntity(ent);
g_PreviewEntitiesID.clear();
}
// Create the new entity
if ((*msg->id).empty())
g_PreviewEntityID = INVALID_ENTITY;
else
{
g_PreviewEntityID = g_Game->GetSimulation2()->AddLocalEntity(L"preview|" + *msg->id);
g_PreviewEntitiesID.push_back(g_PreviewEntityID);
}
g_PreviewUnitName = *msg->id;
}
if (g_PreviewEntityID != INVALID_ENTITY)
{
// Update the unit's position and orientation:
CmpPtr<ICmpPosition> cmpPosition(*g_Game->GetSimulation2(), g_PreviewEntityID);
if (cmpPosition)
{
CVector3D pos = GetUnitPos(msg->pos, cmpPosition->CanFloat());
cmpPosition->JumpTo(entity_pos_t::FromFloat(pos.X), entity_pos_t::FromFloat(pos.Z));
float angle;
if (msg->usetarget)
{
// Aim from pos towards msg->target
CVector3D target = msg->target->GetWorldSpace(pos.Y);
angle = atan2(target.X-pos.X, target.Z-pos.Z);
}
else
{
angle = msg->angle;
}
cmpPosition->SetYRotation(entity_angle_t::FromFloat(angle));
}
// TODO: handle random variations somehow
CmpPtr<ICmpVisual> cmpVisual(*g_Game->GetSimulation2(), g_PreviewEntityID);
if (cmpVisual)
cmpVisual->SetActorSeed(msg->actorseed);
CmpPtr<ICmpOwnership> cmpOwnership(*g_Game->GetSimulation2(), g_PreviewEntityID);
if (cmpOwnership)
cmpOwnership->SetOwner((player_id_t)msg->settings->player);
CheckObstructionAndUpdateVisual(g_PreviewEntityID);
}
}
BEGIN_COMMAND(CreateObject)
{
CVector3D m_Pos;
float m_Angle;
player_id_t m_Player;
entity_id_t m_EntityID;
u32 m_ActorSeed;
void Do()
{
// Calculate the position/orientation to create this unit with
m_Pos = GetUnitPos(msg->pos, true); // don't really care about floating
if (msg->usetarget)
{
// Aim from m_Pos towards msg->target
# Added tool for viewing models and animations outside the game. Atlas: Added ActorViewer. Moved GL canvas into separate class for shared use. Disabled message-handling callback while blocked on the game, and stopped creating dialog boxes inside the game thread in order to avoid deadlocks (hopefully). Support multiple Views (for independent sets of camera/update/render code). Recalculate territory boundaries when necessary. Changed default list of animations to match those currently used by actors. # Tidied up more code. Moved some more #includes out of .h files, to minimise unnecessary compilation. MathUtil: Deleted unused/unuseful macros (M_PI (use PI instead), M_PI_2 (use PI/2), MAX3, ABS (use abs)). ObjectManager: Removed some ScEd-specific things. Unit: Moved creation out of UnitManager, so units can be created without adding to the manager. Changed CStr8 to the more conventional CStr. app_hooks: Removed warning for setting multiple times. win: Restored SEH catcher. GameSetup, GameView: Removed RenderNoCull, because it doesn't seem to do what it says it does ("force renderer to load everything") since we're loading-on-demand most stuff and it doesn't seem especially useful since we'd prefer to minimise loading times (but feel free to correct me if I'm wrong). (And because it crashes when things need to be initialised in a different order, so it's easier to remove than to understand and fix it.) PatchRData, Renderer: Work sensibly when there's no game (hence no LOS manager, water, etc). LOSManager: Use entity position instead of actor position when possible. TerritoryManager: Allow delayed recalculations (so Atlas can issue lots of move+recalculate commands per frame). Cinematic: Non-pointer wxTimer, so it doesn't leak and doesn't have to be deleted manually. This was SVN commit r4261.
2006-08-28 10:36:42 -07:00
CVector3D target = msg->target->GetWorldSpace(m_Pos.Y);
m_Angle = atan2(target.X-m_Pos.X, target.Z-m_Pos.Z);
}
else
{
m_Angle = msg->angle;
}
m_Player = (player_id_t)msg->settings->player;
m_ActorSeed = msg->actorseed;
// TODO: variation/selection strings
Redo();
}
void Redo()
{
m_EntityID = g_Game->GetSimulation2()->AddEntity(*msg->id);
if (m_EntityID == INVALID_ENTITY)
return;
CmpPtr<ICmpPosition> cmpPosition(*g_Game->GetSimulation2(), m_EntityID);
if (cmpPosition)
{
cmpPosition->JumpTo(entity_pos_t::FromFloat(m_Pos.X), entity_pos_t::FromFloat(m_Pos.Z));
cmpPosition->SetYRotation(entity_angle_t::FromFloat(m_Angle));
}
CmpPtr<ICmpOwnership> cmpOwnership(*g_Game->GetSimulation2(), m_EntityID);
if (cmpOwnership)
cmpOwnership->SetOwner(m_Player);
CmpPtr<ICmpVisual> cmpVisual(*g_Game->GetSimulation2(), m_EntityID);
if (cmpVisual)
{
cmpVisual->SetActorSeed(m_ActorSeed);
// TODO: variation/selection strings
}
}
void Undo()
{
if (m_EntityID != INVALID_ENTITY)
{
g_Game->GetSimulation2()->DestroyEntity(m_EntityID);
m_EntityID = INVALID_ENTITY;
}
}
};
END_COMMAND(CreateObject)
QUERYHANDLER(PickObject)
{
float x, y;
msg->pos->GetScreenSpace(x, y);
// Normally this function would be called with a player ID to check LOS,
// but in Atlas the entire map is revealed, so just pass INVALID_PLAYER
Improve PickEntitiesAtPoint First, do a ray intersection test with the bounding-sphere for all entities on the map and then check the more detailed selection shape for the remaining candidates. Do checks that require component lookups after the ray intersection tests because these are relatively expensive. The old method for figuring out which entities are below the mouse cursor was incorrect because it does a 2D check to filter out the first candidates which can lead to incorrect results with lower camera angles and high buildings or buildings with a large footprint. Such problems were avoided with quite a large radius for this 2D test and resulted in a large number of candiate entities after this first test (200-500). Also rename PickEntitiesAtPoint to PickEntityAtPoint and make it return only one (the closest) match. I've tested performance with the tracelogger by starting a map and then moving the mouse in circles for one minute. The results were relatively stable. I've compared the total time percentage of input.js:836, which spends nearly all of the time in PickEntityAtPoint. Ardennes Forest - Normal size: Original: 41.46% Patched: 31.6% Ardennes Forest - Giant size: Original: 40.59% Patched: 51.55% As we see, it's faster on normal map sizes but slower on giant maps with a lot of entities. This approach can be further improved with some kind of spatial subdivision for the culling (like an octree), which would help the unit renderer too. This way it should be possible to make it faster (and still correct) on all map sizes and with a large total numbers of entities. This was SVN commit r16098.
2015-01-01 15:05:26 -08:00
entity_id_t ent = EntitySelection::PickEntityAtPoint(*g_Game->GetSimulation2(), *g_Game->GetView()->GetCamera(), x, y, INVALID_PLAYER, msg->selectActors);;
Improve PickEntitiesAtPoint First, do a ray intersection test with the bounding-sphere for all entities on the map and then check the more detailed selection shape for the remaining candidates. Do checks that require component lookups after the ray intersection tests because these are relatively expensive. The old method for figuring out which entities are below the mouse cursor was incorrect because it does a 2D check to filter out the first candidates which can lead to incorrect results with lower camera angles and high buildings or buildings with a large footprint. Such problems were avoided with quite a large radius for this 2D test and resulted in a large number of candiate entities after this first test (200-500). Also rename PickEntitiesAtPoint to PickEntityAtPoint and make it return only one (the closest) match. I've tested performance with the tracelogger by starting a map and then moving the mouse in circles for one minute. The results were relatively stable. I've compared the total time percentage of input.js:836, which spends nearly all of the time in PickEntityAtPoint. Ardennes Forest - Normal size: Original: 41.46% Patched: 31.6% Ardennes Forest - Giant size: Original: 40.59% Patched: 51.55% As we see, it's faster on normal map sizes but slower on giant maps with a lot of entities. This approach can be further improved with some kind of spatial subdivision for the culling (like an octree), which would help the unit renderer too. This way it should be possible to make it faster (and still correct) on all map sizes and with a large total numbers of entities. This was SVN commit r16098.
2015-01-01 15:05:26 -08:00
if (ent == INVALID_ENTITY)
msg->id = INVALID_ENTITY;
else
{
Improve PickEntitiesAtPoint First, do a ray intersection test with the bounding-sphere for all entities on the map and then check the more detailed selection shape for the remaining candidates. Do checks that require component lookups after the ray intersection tests because these are relatively expensive. The old method for figuring out which entities are below the mouse cursor was incorrect because it does a 2D check to filter out the first candidates which can lead to incorrect results with lower camera angles and high buildings or buildings with a large footprint. Such problems were avoided with quite a large radius for this 2D test and resulted in a large number of candiate entities after this first test (200-500). Also rename PickEntitiesAtPoint to PickEntityAtPoint and make it return only one (the closest) match. I've tested performance with the tracelogger by starting a map and then moving the mouse in circles for one minute. The results were relatively stable. I've compared the total time percentage of input.js:836, which spends nearly all of the time in PickEntityAtPoint. Ardennes Forest - Normal size: Original: 41.46% Patched: 31.6% Ardennes Forest - Giant size: Original: 40.59% Patched: 51.55% As we see, it's faster on normal map sizes but slower on giant maps with a lot of entities. This approach can be further improved with some kind of spatial subdivision for the culling (like an octree), which would help the unit renderer too. This way it should be possible to make it faster (and still correct) on all map sizes and with a large total numbers of entities. This was SVN commit r16098.
2015-01-01 15:05:26 -08:00
msg->id = ent;
// Calculate offset of object from original mouse click position
// so it gets moved by that offset
Improve PickEntitiesAtPoint First, do a ray intersection test with the bounding-sphere for all entities on the map and then check the more detailed selection shape for the remaining candidates. Do checks that require component lookups after the ray intersection tests because these are relatively expensive. The old method for figuring out which entities are below the mouse cursor was incorrect because it does a 2D check to filter out the first candidates which can lead to incorrect results with lower camera angles and high buildings or buildings with a large footprint. Such problems were avoided with quite a large radius for this 2D test and resulted in a large number of candiate entities after this first test (200-500). Also rename PickEntitiesAtPoint to PickEntityAtPoint and make it return only one (the closest) match. I've tested performance with the tracelogger by starting a map and then moving the mouse in circles for one minute. The results were relatively stable. I've compared the total time percentage of input.js:836, which spends nearly all of the time in PickEntityAtPoint. Ardennes Forest - Normal size: Original: 41.46% Patched: 31.6% Ardennes Forest - Giant size: Original: 40.59% Patched: 51.55% As we see, it's faster on normal map sizes but slower on giant maps with a lot of entities. This approach can be further improved with some kind of spatial subdivision for the culling (like an octree), which would help the unit renderer too. This way it should be possible to make it faster (and still correct) on all map sizes and with a large total numbers of entities. This was SVN commit r16098.
2015-01-01 15:05:26 -08:00
CmpPtr<ICmpPosition> cmpPosition(*g_Game->GetSimulation2(), ent);
if (!cmpPosition || !cmpPosition->IsInWorld())
{
// error
msg->offsetx = msg->offsety = 0;
}
else
{
CFixedVector3D fixed = cmpPosition->GetPosition();
CVector3D centre = CVector3D(fixed.X.ToFloat(), fixed.Y.ToFloat(), fixed.Z.ToFloat());
float cx, cy;
g_Game->GetView()->GetCamera()->GetScreenCoordinates(centre, cx, cy);
msg->offsetx = (int)(cx - x);
msg->offsety = (int)(cy - y);
}
}
}
QUERYHANDLER(PickObjectsInRect)
{
float x0, y0, x1, y1;
msg->start->GetScreenSpace(x0, y0);
msg->end->GetScreenSpace(x1, y1);
// Since owner selections are meaningless in Atlas, use INVALID_PLAYER
msg->ids = EntitySelection::PickEntitiesInRect(*g_Game->GetSimulation2(), *g_Game->GetView()->GetCamera(), x0, y0, x1, y1, INVALID_PLAYER, msg->selectActors);
}
QUERYHANDLER(PickSimilarObjects)
{
CmpPtr<ICmpTemplateManager> cmpTemplateManager(*g_Game->GetSimulation2(), SYSTEM_ENTITY);
ENSURE(cmpTemplateManager);
entity_id_t ent = msg->id;
std::string templateName = cmpTemplateManager->GetCurrentTemplateName(ent);
// If unit has ownership, only pick units from the same player
player_id_t owner = INVALID_PLAYER;
CmpPtr<ICmpOwnership> cmpOwnership(*g_Game->GetSimulation2(), ent);
if (cmpOwnership)
owner = cmpOwnership->GetOwner();
msg->ids = EntitySelection::PickSimilarEntities(*g_Game->GetSimulation2(), *g_Game->GetView()->GetCamera(), templateName, owner, false, true, true, false);
}
MESSAGEHANDLER(ResetSelectionColor)
{
UNUSED2(msg);
for (entity_id_t ent : g_Selection)
{
CmpPtr<ICmpVisual> cmpVisual(*g_Game->GetSimulation2(), ent);
if (cmpVisual)
cmpVisual->SetShadingColor(fixed::FromDouble(1), fixed::FromDouble(1), fixed::FromDouble(1), fixed::FromDouble(1));
}
}
BEGIN_COMMAND(MoveObjects)
{
// Mapping from object to position
std::map<entity_id_t, CVector3D> m_PosOld, m_PosNew;
void Do()
{
std::vector<entity_id_t> ids = *msg->ids;
// All selected objects move relative to a pivot object,
// so get its position and whether it's floating
CVector3D pivotPos(0, 0, 0);
bool pivotFloating = false;
CmpPtr<ICmpPosition> cmpPosition(*g_Game->GetSimulation2(), (entity_id_t)msg->pivot);
if (cmpPosition && cmpPosition->IsInWorld())
{
pivotFloating = cmpPosition->CanFloat();
CFixedVector3D pivotFixed = cmpPosition->GetPosition();
pivotPos = CVector3D(pivotFixed.X.ToFloat(), pivotFixed.Y.ToFloat(), pivotFixed.Z.ToFloat());
}
// Calculate directional vector of movement for pivot object,
// we apply the same movement to all objects
CVector3D targetPos = GetUnitPos(msg->pos, pivotFloating);
CVector3D dir = targetPos - pivotPos;
for (entity_id_t id : ids)
{
CmpPtr<ICmpPosition> cmpPosition(*g_Game->GetSimulation2(), id);
if (!cmpPosition || !cmpPosition->IsInWorld())
{
// error
m_PosOld[id] = m_PosNew[id] = CVector3D(0, 0, 0);
}
else
{
// Calculate this object's position
CFixedVector3D posFixed = cmpPosition->GetPosition();
CVector3D pos = CVector3D(posFixed.X.ToFloat(), posFixed.Y.ToFloat(), posFixed.Z.ToFloat());
m_PosNew[id] = pos + dir;
m_PosOld[id] = pos;
}
}
SetPos(m_PosNew);
}
void SetPos(const std::map<entity_id_t, CVector3D>& map)
{
for (const std::pair<entity_id_t, CVector3D>& p : map)
{
CmpPtr<ICmpPosition> cmpPosition(*g_Game->GetSimulation2(), p.first);
if (!cmpPosition)
return;
// Set 2D position, ignoring height
cmpPosition->JumpTo(entity_pos_t::FromFloat(p.second.X), entity_pos_t::FromFloat(p.second.Z));
CheckObstructionAndUpdateVisual(p.first);
}
}
void Redo()
{
SetPos(m_PosNew);
}
void Undo()
{
SetPos(m_PosOld);
}
void MergeIntoPrevious(cMoveObjects* prev)
{
// TODO: do something valid if prev selection != this selection
ENSURE(*(prev->msg->ids) == *(msg->ids));
prev->m_PosNew = m_PosNew;
}
};
END_COMMAND(MoveObjects)
BEGIN_COMMAND(RotateObjectsFromCenterPoint)
{
std::map<entity_id_t, CVector3D> m_PosOld, m_PosNew;
std::map<entity_id_t, float> m_AngleOld, m_AngleNew;
CVector3D m_CenterPoint;
float m_AngleInitialRotation;
void Do()
{
std::vector<entity_id_t> ids = *msg->ids;
CVector3D minPos;
CVector3D maxPos;
bool first = true;
// Compute min position and max position
for (entity_id_t id : ids)
{
CmpPtr<ICmpPosition> cmpPosition(*g_Game->GetSimulation2(), id);
if (!cmpPosition)
continue;
CVector3D pos = cmpPosition->GetPosition();
m_PosOld[id] = cmpPosition->GetPosition();
m_AngleOld[id] = cmpPosition->GetRotation().Y.ToFloat();
if (first)
{
first = false;
minPos = pos;
maxPos = pos;
m_CenterPoint.Y = pos.Y;
continue;
}
if (pos.X < minPos.X)
minPos.X = pos.X;
if (pos.X > maxPos.X)
maxPos.X = pos.X;
if (pos.Z < minPos.Z)
minPos.Z = pos.Z;
if (pos.Z > maxPos.Z)
maxPos.Z = pos.Z;
}
// Calculate objects center point
m_CenterPoint.X = minPos.X + ((maxPos.X - minPos.X) * 0.5);
m_CenterPoint.Z = minPos.Z + ((maxPos.Z - minPos.Z) * 0.5);
CVector3D target = msg->target->GetWorldSpace(m_CenterPoint.Y);
m_AngleInitialRotation = atan2(target.X-m_CenterPoint.X, target.Z-m_CenterPoint.Z);
}
void SetPos(const std::map<entity_id_t, CVector3D>& position, const std::map<entity_id_t, float>& angle)
{
for (const std::pair<entity_id_t, CVector3D>& p : position)
{
CmpPtr<ICmpPosition> cmpPosition(*g_Game->GetSimulation2(), p.first);
if (!cmpPosition)
return;
// Set 2D position, ignoring height
cmpPosition->JumpTo(entity_pos_t::FromFloat(p.second.X), entity_pos_t::FromFloat(p.second.Z));
if (msg->rotateObject)
cmpPosition->SetYRotation(entity_angle_t::FromFloat(angle.at(p.first)));
}
for (const std::pair<entity_id_t, CVector3D>& p: position)
CheckObstructionAndUpdateVisual(p.first);
}
void Redo()
{
SetPos(m_PosNew, m_AngleNew);
}
void RecalculateRotation(Position newPoint)
{
std::vector<entity_id_t> ids = *msg->ids;
CVector3D target = newPoint.GetWorldSpace(m_CenterPoint.Y);
float newAngle = atan2(target.X-m_CenterPoint.X, target.Z-m_CenterPoint.Z);
float globalAngle = m_AngleInitialRotation - newAngle;
// Recalculate positions
for (entity_id_t id : ids)
{
CVector3D pos = m_PosOld[id];
float angle = atan2(pos.X - m_CenterPoint.X, pos.Z - m_CenterPoint.Z);
float localAngle = angle + (globalAngle - angle);
float xCos = cosf(localAngle);
float xSin = sinf(localAngle);
pos.X -= m_CenterPoint.X;
pos.Z -= m_CenterPoint.Z;
float newX = pos.X * xCos - pos.Z * xSin;
float newZ = pos.X * xSin + pos.Z * xCos;
pos.X = newX + m_CenterPoint.X;
pos.Z = newZ + m_CenterPoint.Z;
m_PosNew[id] = pos;
m_AngleNew[id] = m_AngleOld[id] - globalAngle;
}
SetPos(m_PosNew, m_AngleNew);
}
void Undo()
{
SetPos(m_PosOld, m_AngleOld);
}
void MergeIntoPrevious(cRotateObjectsFromCenterPoint* prev)
{
// TODO: do something valid if prev unit != this unit
ENSURE(*prev->msg->ids == *msg->ids);
m_PosOld = prev->m_PosOld;
m_AngleInitialRotation = prev->m_AngleInitialRotation;
m_AngleOld = prev->m_AngleOld;
m_CenterPoint = prev->m_CenterPoint;
RecalculateRotation(msg->target);
}
};
END_COMMAND(RotateObjectsFromCenterPoint)
BEGIN_COMMAND(RotateObject)
{
std::map<entity_id_t, float> m_AngleOld, m_AngleNew;
void Do()
{
std::vector<entity_id_t> ids = *msg->ids;
for (entity_id_t id : ids)
{
CmpPtr<ICmpPosition> cmpPosition(*g_Game->GetSimulation2(), id);
if (!cmpPosition)
return;
m_AngleOld[id] = cmpPosition->GetRotation().Y.ToFloat();
CMatrix3D transform = cmpPosition->GetInterpolatedTransform(0.f);
CVector3D pos = transform.GetTranslation();
CVector3D target = msg->target->GetWorldSpace(pos.Y);
m_AngleNew[id] = atan2(target.X-pos.X, target.Z-pos.Z);
}
SetAngle(m_AngleNew);
}
void SetAngle(const std::map<entity_id_t, float>& angles)
{
for (const std::pair<entity_id_t, float>& p : angles)
{
CmpPtr<ICmpPosition> cmpPosition(*g_Game->GetSimulation2(), p.first);
if (!cmpPosition)
return;
cmpPosition->SetYRotation(entity_angle_t::FromFloat(p.second));
}
}
void Redo()
{
SetAngle(m_AngleNew);
}
void Undo()
{
SetAngle(m_AngleOld);
}
void MergeIntoPrevious(cRotateObject* prev)
{
// TODO: do something valid if prev unit != this unit
ENSURE(*prev->msg->ids == *msg->ids);
prev->m_AngleNew = m_AngleNew;
}
};
END_COMMAND(RotateObject)
BEGIN_COMMAND(DeleteObjects)
{
// Saved copy of the important aspects of a unit, to allow undo
struct OldObject
{
entity_id_t entityID;
CStr templateName;
int32_t owner;
CFixedVector3D pos;
CFixedVector3D rot;
};
std::vector<OldObject> oldObjects;
cDeleteObjects()
{
}
void Do()
{
Redo();
}
void Redo()
{
CSimulation2& sim = *g_Game->GetSimulation2();
CmpPtr<ICmpTemplateManager> cmpTemplateManager(sim, SYSTEM_ENTITY);
ENSURE(cmpTemplateManager);
std::vector<entity_id_t> ids = *msg->ids;
for (size_t i = 0; i < ids.size(); ++i)
{
OldObject obj;
obj.entityID = (entity_id_t)ids[i];
obj.templateName = cmpTemplateManager->GetCurrentTemplateName(obj.entityID);
CmpPtr<ICmpOwnership> cmpOwnership(sim, obj.entityID);
if (cmpOwnership)
obj.owner = cmpOwnership->GetOwner();
CmpPtr<ICmpPosition> cmpPosition(sim, obj.entityID);
if (cmpPosition)
{
obj.pos = cmpPosition->GetPosition();
obj.rot = cmpPosition->GetRotation();
}
oldObjects.push_back(obj);
g_Game->GetSimulation2()->DestroyEntity(obj.entityID);
}
g_Game->GetSimulation2()->FlushDestroyedEntities();
}
void Undo()
{
CSimulation2& sim = *g_Game->GetSimulation2();
for (size_t i = 0; i < oldObjects.size(); ++i)
{
entity_id_t ent = sim.AddEntity(oldObjects[i].templateName.FromUTF8(), oldObjects[i].entityID);
if (ent == INVALID_ENTITY)
{
LOGERROR("Failed to load entity template '%s'", oldObjects[i].templateName.c_str());
}
else
{
CmpPtr<ICmpPosition> cmpPosition(sim, oldObjects[i].entityID);
if (cmpPosition)
{
cmpPosition->JumpTo(oldObjects[i].pos.X, oldObjects[i].pos.Z);
cmpPosition->SetXZRotation(oldObjects[i].rot.X, oldObjects[i].rot.Z);
cmpPosition->SetYRotation(oldObjects[i].rot.Y);
}
CmpPtr<ICmpOwnership> cmpOwnership(sim, oldObjects[i].entityID);
if (cmpOwnership)
cmpOwnership->SetOwner(oldObjects[i].owner);
}
# Added tool for viewing models and animations outside the game. Atlas: Added ActorViewer. Moved GL canvas into separate class for shared use. Disabled message-handling callback while blocked on the game, and stopped creating dialog boxes inside the game thread in order to avoid deadlocks (hopefully). Support multiple Views (for independent sets of camera/update/render code). Recalculate territory boundaries when necessary. Changed default list of animations to match those currently used by actors. # Tidied up more code. Moved some more #includes out of .h files, to minimise unnecessary compilation. MathUtil: Deleted unused/unuseful macros (M_PI (use PI instead), M_PI_2 (use PI/2), MAX3, ABS (use abs)). ObjectManager: Removed some ScEd-specific things. Unit: Moved creation out of UnitManager, so units can be created without adding to the manager. Changed CStr8 to the more conventional CStr. app_hooks: Removed warning for setting multiple times. win: Restored SEH catcher. GameSetup, GameView: Removed RenderNoCull, because it doesn't seem to do what it says it does ("force renderer to load everything") since we're loading-on-demand most stuff and it doesn't seem especially useful since we'd prefer to minimise loading times (but feel free to correct me if I'm wrong). (And because it crashes when things need to be initialised in a different order, so it's easier to remove than to understand and fix it.) PatchRData, Renderer: Work sensibly when there's no game (hence no LOS manager, water, etc). LOSManager: Use entity position instead of actor position when possible. TerritoryManager: Allow delayed recalculations (so Atlas can issue lots of move+recalculate commands per frame). Cinematic: Non-pointer wxTimer, so it doesn't leak and doesn't have to be deleted manually. This was SVN commit r4261.
2006-08-28 10:36:42 -07:00
}
oldObjects.clear();
}
};
END_COMMAND(DeleteObjects)
QUERYHANDLER(GetPlayerObjects)
{
std::vector<entity_id_t> ids;
player_id_t playerID = msg->player;
const CSimulation2::InterfaceListUnordered& cmps = g_Game->GetSimulation2()->GetEntitiesWithInterfaceUnordered(IID_Ownership);
for (CSimulation2::InterfaceListUnordered::const_iterator eit = cmps.begin(); eit != cmps.end(); ++eit)
{
if (static_cast<ICmpOwnership*>(eit->second)->GetOwner() == playerID)
{
ids.push_back(eit->first);
}
}
msg->ids = ids;
}
MESSAGEHANDLER(SetBandbox)
{
AtlasView::GetView_Game()->SetBandbox(msg->show, (float)msg->sx0, (float)msg->sy0, (float)msg->sx1, (float)msg->sy1);
}
QUERYHANDLER(GetSelectedObjectsTemplateNames)
{
std::vector<entity_id_t> ids = *msg->ids;
std::vector<std::string> names;
CmpPtr<ICmpTemplateManager> cmpTemplateManager(*g_Game->GetSimulation2(), SYSTEM_ENTITY);
ENSURE(cmpTemplateManager);
for (size_t i = 0; i < ids.size(); ++i)
{
entity_id_t id = (entity_id_t)ids[i];
std::string templateName = cmpTemplateManager->GetCurrentTemplateName(id);
names.push_back(templateName);
}
std::sort(names.begin(), names.end());
msg->names = names;
}
}