/* Copyright (C) 2010 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 . */ #include "precompiled.h" #include "Render.h" #include "simulation2/Simulation2.h" #include "simulation2/components/ICmpTerrain.h" #include "simulation2/components/ICmpWaterManager.h" #include "graphics/Overlay.h" #include "graphics/Terrain.h" #include "maths/MathUtil.h" #include "maths/Vector2D.h" #include "ps/Profile.h" void SimRender::ConstructLineOnGround(const CSimContext& context, const std::vector& xz, SOverlayLine& overlay, bool floating, float heightOffset) { PROFILE("ConstructLineOnGround"); overlay.m_Coords.clear(); CmpPtr cmpTerrain(context, SYSTEM_ENTITY); if (cmpTerrain.null()) return; if (xz.size() < 2) return; float water = 0.f; if (floating) { CmpPtr cmpWaterMan(context, SYSTEM_ENTITY); if (!cmpWaterMan.null()) water = cmpWaterMan->GetExactWaterLevel(xz[0], xz[1]); } overlay.m_Coords.reserve(xz.size()/2 * 3); for (size_t i = 0; i < xz.size(); i += 2) { float px = xz[i]; float pz = xz[i+1]; float py = std::max(water, cmpTerrain->GetExactGroundLevel(px, pz)) + heightOffset; overlay.m_Coords.push_back(px); overlay.m_Coords.push_back(py); overlay.m_Coords.push_back(pz); } } void SimRender::ConstructCircleOnGround(const CSimContext& context, float x, float z, float radius, SOverlayLine& overlay, bool floating, float heightOffset) { overlay.m_Coords.clear(); CmpPtr cmpTerrain(context, SYSTEM_ENTITY); if (cmpTerrain.null()) return; float water = 0.f; if (floating) { CmpPtr cmpWaterMan(context, SYSTEM_ENTITY); if (!cmpWaterMan.null()) water = cmpWaterMan->GetExactWaterLevel(x, z); } // Adapt the circle resolution to look reasonable for small and largeish radiuses size_t numPoints = clamp((size_t)(radius*4.0f), (size_t)12, (size_t)48); overlay.m_Coords.reserve((numPoints + 1) * 3); for (size_t i = 0; i <= numPoints; ++i) // use '<=' so it's a closed loop { float a = i * 2 * (float)M_PI / numPoints; float px = x + radius * sin(a); float pz = z + radius * cos(a); float py = std::max(water, cmpTerrain->GetExactGroundLevel(px, pz)) + heightOffset; overlay.m_Coords.push_back(px); overlay.m_Coords.push_back(py); overlay.m_Coords.push_back(pz); } } // This method splits up a straight line into a number of line segments each having a length ~= CELL_SIZE static void SplitLine(std::vector >& coords, float x1, float y1, float x2, float y2) { float length = sqrt(SQR(x1 - x2) + SQR(y1 - y2)); size_t pieces = ((int)length) / CELL_SIZE; if (pieces > 0) { float xPieceLength = (x1 - x2) / pieces; float yPieceLength = (y1 - y2) / pieces; for (size_t i = 1; i <= (pieces - 1); ++i) { coords.push_back(std::make_pair(x1 - (xPieceLength * i), y1 - (yPieceLength * i))); } } coords.push_back(std::make_pair(x2, y2)); } void SimRender::ConstructSquareOnGround(const CSimContext& context, float x, float z, float w, float h, float a, SOverlayLine& overlay, bool floating, float heightOffset) { overlay.m_Coords.clear(); CmpPtr cmpTerrain(context, SYSTEM_ENTITY); if (cmpTerrain.null()) return; float water = 0.f; if (floating) { CmpPtr cmpWaterMan(context, SYSTEM_ENTITY); if (!cmpWaterMan.null()) water = cmpWaterMan->GetExactWaterLevel(x, z); } float c = cos(a); float s = sin(a); std::vector > coords; // Add the first vertex, since SplitLine will be adding only the second end-point of the each line to // the coordinates list. We don't have to worry about the other lines, since the end-point of one line // will be the starting point of the next coords.push_back(std::make_pair(x - w/2*c + h/2*s, z + w/2*s + h/2*c)); SplitLine(coords, x - w/2*c + h/2*s, z + w/2*s + h/2*c, x - w/2*c - h/2*s, z + w/2*s - h/2*c); SplitLine(coords, x - w/2*c - h/2*s, z + w/2*s - h/2*c, x + w/2*c - h/2*s, z - w/2*s - h/2*c); SplitLine(coords, x + w/2*c - h/2*s, z - w/2*s - h/2*c, x + w/2*c + h/2*s, z - w/2*s + h/2*c); SplitLine(coords, x + w/2*c + h/2*s, z - w/2*s + h/2*c, x - w/2*c + h/2*s, z + w/2*s + h/2*c); overlay.m_Coords.reserve(coords.size() * 3); for (size_t i = 0; i < coords.size(); ++i) { float px = coords[i].first; float pz = coords[i].second; float py = std::max(water, cmpTerrain->GetExactGroundLevel(px, pz)) + heightOffset; overlay.m_Coords.push_back(px); overlay.m_Coords.push_back(py); overlay.m_Coords.push_back(pz); } } void SimRender::SmoothPointsAverage(std::vector& points, bool closed) { PROFILE("SmoothPointsAverage"); size_t n = points.size(); if (n < 2) return; // avoid out-of-bounds array accesses, and leave the points unchanged std::vector newPoints; newPoints.resize(points.size()); // Handle the end points appropriately if (closed) { newPoints[0] = (points[n-1] + points[0] + points[1]) / 3.f; newPoints[n-1] = (points[n-2] + points[n-1] + points[0]) / 3.f; } else { newPoints[0] = points[0]; newPoints[n-1] = points[n-1]; } // Average all the intermediate points for (size_t i = 1; i < n-1; ++i) newPoints[i] = (points[i-1] + points[i] + points[i+1]) / 3.f; points.swap(newPoints); } static CVector2D EvaluateSpline(float t, CVector2D a0, CVector2D a1, CVector2D a2, CVector2D a3, float offset) { // Compute position on spline CVector2D p = a0*(t*t*t) + a1*(t*t) + a2*t + a3; // Compute unit-vector direction of spline CVector2D dp = (a0*(3*t*t) + a1*(2*t) + a2).Normalized(); // Offset position perpendicularly return p + CVector2D(dp.Y*-offset, dp.X*offset); } void SimRender::InterpolatePointsRNS(std::vector& points, bool closed, float offset) { PROFILE("InterpolatePointsRNS"); std::vector newPoints; // (This does some redundant computations for adjacent vertices, // but it's fairly fast (<1ms typically) so we don't worry about it yet) // TODO: Instead of doing a fixed number of line segments between each // control point, it should probably be somewhat adaptive to get a nicer // curve with fewer points size_t n = points.size(); if (n < 1) return; // can't do anything unless we have two points size_t imax = closed ? n : n-1; // TODO: we probably need to do a bit more to handle non-closed paths newPoints.reserve(imax*4); for (size_t i = 0; i < imax; ++i) { // Get the relevant points for this spline segment CVector2D p0 = points[(i-1+n)%n]; CVector2D p1 = points[i]; CVector2D p2 = points[(i+1)%n]; CVector2D p3 = points[(i+2)%n]; // Do the RNS computation (based on GPG4 "Nonuniform Splines") float l1 = (p2 - p1).Length(); // length of spline segment (i)..(i+1) CVector2D s0 = (p1 - p0).Normalized(); // unit vector of spline segment (i-1)..(i) CVector2D s1 = (p2 - p1).Normalized(); // unit vector of spline segment (i)..(i+1) CVector2D s2 = (p3 - p2).Normalized(); // unit vector of spline segment (i+1)..(i+2) CVector2D v1 = (s0 + s1).Normalized() * l1; // spline velocity at i CVector2D v2 = (s1 + s2).Normalized() * l1; // spline velocity at i+1 // Compute standard cubic spline parameters CVector2D a0 = p1*2 + p2*-2 + v1 + v2; CVector2D a1 = p1*-3 + p2*3 + v1*-2 + v2*-1; CVector2D a2 = v1; CVector2D a3 = p1; // Interpolate at various points newPoints.push_back(EvaluateSpline(0.f, a0, a1, a2, a3, offset)); newPoints.push_back(EvaluateSpline(1.f/4.f, a0, a1, a2, a3, offset)); newPoints.push_back(EvaluateSpline(2.f/4.f, a0, a1, a2, a3, offset)); newPoints.push_back(EvaluateSpline(3.f/4.f, a0, a1, a2, a3, offset)); } points.swap(newPoints); }