/* 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 . */ #ifndef INCLUDED_HELPER_RENDER #define INCLUDED_HELPER_RENDER /** * @file * Helper functions related to rendering */ class CSimContext; class CVector2D; struct SOverlayLine; namespace SimRender { /** * Updates @p overlay so that it represents the given line (a list of x, z coordinate pairs), * flattened on the terrain (or on the water if @p floating). */ void ConstructLineOnGround(const CSimContext& context, const std::vector& xz, SOverlayLine& overlay, bool floating, float heightOffset = 0.25f); /** * Updates @p overlay so that it represents the given circle, flattened on the terrain. */ void ConstructCircleOnGround(const CSimContext& context, float x, float z, float radius, SOverlayLine& overlay, bool floating, float heightOffset = 0.25f); /** * Updates @p overlay so that it represents the given square, flattened on the terrain. * @p x and @p z are position of center, @p w and @p h are size of rectangle, @p a is clockwise angle. */ void ConstructSquareOnGround(const CSimContext& context, float x, float z, float w, float h, float a, SOverlayLine& overlay, bool floating, float heightOffset = 0.25f); /** * Updates @p points so each point is averaged with its neighbours, resulting in * a somewhat smoother curve, assuming the points are roughly equally spaced. * If @p closed then the points are treated as a closed path (the last is connected * to the first). */ void SmoothPointsAverage(std::vector& points, bool closed); /** * Updates @p points to include intermediate points interpolating between the original * control points, using a rounded nonuniform spline. * The points are also shifted by @p offset in a direction 90 degrees clockwise from * the direction of the curve. * If @p closed then the points are treated as a closed path (the last is connected * to the first). */ void InterpolatePointsRNS(std::vector& points, bool closed, float offset); } // namespace #endif // INCLUDED_HELPER_RENDER