Commit graph

28 commits

Author SHA1 Message Date
elexis
8859f33b38 Rename PickFriendlyEntitiesOnScreen to PickPlayerEntitiesOnScreen.
Rename PickFriendlyEntitiesInRect to PickPlayerEntitiesInRect.
Rename PickSimilarFriendlyEntities to PickSimilarPlayerEntities.
Add comment.
Refs #3215.

This was SVN commit r17622.
2016-01-10 14:47:09 +00:00
leper
558d43bac5 Replace some functor structs with lambdas, closures or range-based fors.
This was SVN commit r16923.
2015-08-19 03:33:04 +00:00
leper
8bfe16cac8 Use in-place construction.
This was SVN commit r16894.
2015-07-29 23:44:17 +00:00
Itms
6aa99d762f Add a new spatial subdivision, based on an old patch by wraitii.
This subdivision is faster but less precise, so range queries get more
entities and are a bit slower (up to 1ms approx.), but the overall gain
on a simulation update is always positive and can reach 10ms per frame.

For now, this new subdivision is only used by the range manager,
integrating it in the obstruction manager might be sensible.

Refs #2430

This was SVN commit r16540.
2015-04-14 21:33:43 +00:00
leper
8441a3f8d6 Fix compilation failure with GCC and C++98/03.
Local types shall not be used as a template argument. So move it
to a higher scope. This restriction was lifted in C++11, so we
might want to change this back when we switch to that.

This was SVN commit r16101.
2015-01-01 23:57:04 +00:00
Yves
8e30410109 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 23:05:26 +00:00
Itms
1e17cbe33c Use the range manager to pick entities when drawing a selection box during a game. This allows for a significant performance improvement.
Fixes #2961, patch by @aBothe.

This was SVN commit r16068.
2014-12-26 13:07:49 +00:00
wraitii
e865dc797d Revert RedFox's changes to Spatial subdivisions in the simplest possible way (hopefully won't cause OOS, but at least we'll get reports). Fixes #2573, Refs #2430 . There probably are opportunities to remove more things.
This was SVN commit r15617.
2014-08-06 09:21:00 +00:00
sanderd17
83c5d40cfb fix compiling problem caused by 8226d75715
This was SVN commit r14535.
2014-01-07 14:37:02 +00:00
JoshuaJB
8226d75715 Make PickEntitiesAtPoint faster yielding 1-3% overall performance improvement. Fixes #2358. Also removes some trailing whitespace.
This was SVN commit r14532.
2014-01-07 04:05:10 +00:00
Ykkrosh
05422ad545 Avoid slightly-expensive QueryInterface() calls
Add CEntityHandle which wraps an entity_id_t and also has a pointer to a
per-entity array of IComponents. QueryInterface/CmpPtr on a handle just
involve a couple of pointer dereferences instead of a map lookup.

This requires sizeof(void*) per registered interface type per entity,
which is currently ~0.5KB per entity, which shouldn't be a problem.

This was SVN commit r13825.
2013-09-11 20:41:53 +00:00
vts
490182ddd0 Wall placement. Closes #786.
This was SVN commit r11760.
2012-05-05 19:22:22 +00:00
vts
3c677ee425 Prevent unnecessary work, especially on maps with many actors
This was SVN commit r11267.
2012-03-07 19:54:54 +00:00
historic_bruno
7d9e98b00e Adds multiple entity selection to Atlas (including move/delete). Fixes #678.
Makes all actors selectable in Atlas and gives them selection rings (an
EditorOnly flag is used in the template for Atlas-only selectables).
Adds player colors to Atlas selection rings.
Fixes decal selection by falling back to old-style AABBs. Refs #1032.
Replaces UnitManager selections with EntitySelection helpers.
Adds DrawOverlays to Atlas views, for Atlas-specific rendering.
Fixes bug where selection rings conflicted with Move/rotate tool in
Atlas simulation test.

This was SVN commit r11177.
2012-02-27 05:32:35 +00:00
historic_bruno
08bd07ddd6 Adds safe bool operator to ICmpPtr, replacing the null() method, based on patch by leper. Also changes bool operator in AtSmartPtr to safe bool. Fixes #1077.
Changes some CmpPtr variable names for consistency.

This was SVN commit r11036.
2012-02-08 02:46:15 +00:00
vts
85186c98b2 Better selection boxes. Closes #914, #295, #810.
This was SVN commit r10593.
2011-11-25 06:36:13 +00:00
Ykkrosh
cd7abda9f1 Handle triple-click selections a bit more efficiently
This was SVN commit r9467.
2011-05-06 22:22:56 +00:00
historic_bruno
508f56d2dd Fixes bug in triple-click unit selection for units without a SelectionGroupName defined. In this case, triple-click will behave the same as double-click.
This was SVN commit r9444.
2011-05-05 02:06:53 +00:00
historic_bruno
26de01cdd1 Adjusts unit selection behavior to account for ranks. Triple-click now selects units regardless of their rank.
Adds modifier hotkey to select units offscreen.
Fixes #826.

This was SVN commit r9443.
2011-05-05 01:27:49 +00:00
janwas
4663ac0fe7 split debug_assert into ENSURE and ASSERT as discussed in a previous meeting.
the old debug_assert always ran and tested the expression, which slows
down release builds. wrapping them in #ifndef NDEBUG is clumsy. the new
ASSERT behaves like assert and ENSURE like the old debug_assert. Let's
change any time-critical but not-super-important ENSURE to ASSERT to
speed up release builds. (already done in bits.h and unique_range.h)

This was SVN commit r9362.
2011-04-30 13:01:45 +00:00
janwas
6d25329412 # towards locale-independent pathnames on Linux
c.f.
http://www.wildfiregames.com/forum/index.php?showtopic=14541&st=0&p=217250&#entry217250
and 2011-03-19 meeting

This was SVN commit r9090.
2011-03-21 17:53:13 +00:00
Ykkrosh
16a4eb36dd Various minor optimisations.
Enable SpiderMonkey method JIT in Release mode.
Add Engine.ProfileStart/Engine.ProfileStop functions for scripts.
Fix AI to clone initial entity data and shared metadata.

This was SVN commit r9003.
2011-03-03 00:16:14 +00:00
Ykkrosh
644b9aedea # Add double-click and triple-click selection modes, based on patch by Christoph and evans.
Fixes #515.

This was SVN commit r8544.
2010-11-07 00:12:55 +00:00
Ykkrosh
bcc5c87045 Fix bandbox selection of out-of-world entities
This was SVN commit r8450.
2010-10-23 21:48:18 +00:00
Ykkrosh
924d1219a7 # Add fog-of-war.
Move Vision component to C++, for more efficient FoW processing.
Disable FoW on demo maps.

This was SVN commit r8160.
2010-09-23 12:13:13 +00:00
Ykkrosh
6c7b82130c # Redesigned the camera control system.
Add shift+wheel (and Q/E, and ctrl+arrows, and ctrl+WASD) to rotate the
camera.
Restrict the rotation and zoom to narrow ranges. (Constraints can be
disabled in the dev overlay).
Smooth the movement and rotation.
Fix some stupid whitespace.
Fix some const correctness.

This was SVN commit r7930.
2010-08-13 13:26:29 +00:00
Ykkrosh
06928f7694 # Basic bandbox selection of units in new simulation system
This was SVN commit r7349.
2010-03-11 20:01:16 +00:00
Ykkrosh
7c2e9027c2 # Rewrite of the game's simulation system
Giant merge from
http://svn.wildfiregames.com/hg-source/file/5fb522019d5e
Infrastructure is largely complete, gameplay is largely missing
Disabled by default; use command-line flag "-sim2"
(Second attempt at commit...)

This was SVN commit r7259.
2010-01-09 19:20:14 +00:00