/* 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" static const size_t RENDER_CIRCLE_POINTS = 16; static const float RENDER_HEIGHT_DELTA = 0.25f; // distance above terrain void SimRender::ConstructLineOnGround(const CSimContext& context, std::vector xz, SOverlayLine& overlay, bool floating) { 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)) + RENDER_HEIGHT_DELTA; 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) { 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); } overlay.m_Coords.reserve((RENDER_CIRCLE_POINTS + 1) * 3); for (size_t i = 0; i <= RENDER_CIRCLE_POINTS; ++i) // use '<=' so it's a closed loop { float a = i * 2 * (float)M_PI / RENDER_CIRCLE_POINTS; float px = x + radius * sin(a); float pz = z + radius * cos(a); float py = std::max(water, cmpTerrain->GetExactGroundLevel(px, pz)) + RENDER_HEIGHT_DELTA; overlay.m_Coords.push_back(px); overlay.m_Coords.push_back(py); overlay.m_Coords.push_back(pz); } } void SimRender::ConstructSquareOnGround(const CSimContext& context, float x, float z, float w, float h, float a, SOverlayLine& overlay, bool floating) { 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); } // TODO: might be nicer to split this into little pieces so it copes better with uneven terrain overlay.m_Coords.reserve(5 * 3); float c = cos(a); float s = sin(a); std::vector > coords; coords.push_back(std::make_pair(x - w/2*c + h/2*s, z + w/2*s + h/2*c)); coords.push_back(std::make_pair(x - w/2*c - h/2*s, z + w/2*s - h/2*c)); coords.push_back(std::make_pair(x + w/2*c - h/2*s, z - w/2*s - h/2*c)); coords.push_back(std::make_pair(x + w/2*c + h/2*s, z - w/2*s + h/2*c)); coords.push_back(std::make_pair(x - w/2*c + h/2*s, z + w/2*s + h/2*c)); 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)) + RENDER_HEIGHT_DELTA; overlay.m_Coords.push_back(px); overlay.m_Coords.push_back(py); overlay.m_Coords.push_back(pz); } }