0ad/source/graphics/CinemaManager.cpp
bb 157c6af18e Make the space in 0 A.D. non-breaking throughout the codebase.
Avoid cases of filenames
Update years in terms and other legal(ish) documents
Don't update years in license headers, since change is not meaningful

Will add linter rule in seperate commit

Happy recompiling everyone!

Original Patch By: Nescio
Comment By: Gallaecio
Differential Revision: D2620
This was SVN commit r27786.
2023-07-27 20:54:46 +00:00

147 lines
4.4 KiB
C++
Raw Blame History

This file contains invisible Unicode characters

This file contains invisible Unicode characters that are indistinguishable to humans but may be processed differently by a computer. If you think that this is intentional, you can safely ignore this warning. Use the Escape button to reveal them.

/* Copyright (C) 2022 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 "graphics/CinemaManager.h"
#include "graphics/Camera.h"
#include "graphics/Color.h"
#include "graphics/GameView.h"
#include "maths/MathUtil.h"
#include "maths/Quaternion.h"
#include "maths/Vector3D.h"
#include "maths/Vector4D.h"
#include "ps/CLogger.h"
#include "ps/ConfigDB.h"
#include "ps/CStr.h"
#include "ps/Game.h"
#include "ps/GameSetup/Config.h"
#include "ps/Hotkey.h"
#include "ps/World.h"
#include "renderer/DebugRenderer.h"
#include "renderer/Renderer.h"
#include "simulation2/components/ICmpCinemaManager.h"
#include "simulation2/components/ICmpOverlayRenderer.h"
#include "simulation2/components/ICmpRangeManager.h"
#include "simulation2/components/ICmpSelectable.h"
#include "simulation2/components/ICmpTerritoryManager.h"
#include "simulation2/helpers/CinemaPath.h"
#include "simulation2/MessageTypes.h"
#include "simulation2/system/ComponentManager.h"
#include "simulation2/Simulation2.h"
CCinemaManager::CCinemaManager()
: m_DrawPaths(false)
{
}
void CCinemaManager::Update(const float deltaRealTime) const
{
CmpPtr<ICmpCinemaManager> cmpCinemaManager(g_Game->GetSimulation2()->GetSimContext().GetSystemEntity());
if (!cmpCinemaManager)
return;
if (IsPlaying())
cmpCinemaManager->PlayQueue(deltaRealTime, g_Game->GetView()->GetCamera());
}
void CCinemaManager::Render() const
{
if (!IsEnabled() && m_DrawPaths)
DrawPaths();
}
void CCinemaManager::DrawPaths() const
{
CmpPtr<ICmpCinemaManager> cmpCinemaManager(g_Game->GetSimulation2()->GetSimContext().GetSystemEntity());
if (!cmpCinemaManager)
return;
for (const std::pair<const CStrW, CCinemaPath>& p : cmpCinemaManager->GetPaths())
{
DrawSpline(p.second, CColor(0.2f, 0.2f, 1.f, 0.9f), 128);
DrawNodes(p.second, CColor(0.1f, 1.f, 0.f, 1.f));
if (p.second.GetTargetSpline().GetAllNodes().empty())
continue;
DrawSpline(p.second.GetTargetSpline(), CColor(1.f, 0.3f, 0.4f, 0.9f), 128);
DrawNodes(p.second.GetTargetSpline(), CColor(1.f, 0.1f, 0.f, 1.f));
}
}
void CCinemaManager::DrawSpline(const RNSpline& spline, const CColor& splineColor, int smoothness) const
{
if (spline.GetAllNodes().size() < 2)
return;
if (spline.GetAllNodes().size() == 2)
smoothness = 2;
const float start = spline.MaxDistance.ToFloat() / smoothness;
std::vector<CVector3D> line;
for (int i = 0; i <= smoothness; ++i)
{
const float time = start * i / spline.MaxDistance.ToFloat();
line.emplace_back(spline.GetPosition(time));
}
g_Renderer.GetDebugRenderer().DrawLine(line, splineColor, 0.2f, false);
// Height indicator
if (g_Game && g_Game->GetWorld() && g_Game->GetWorld()->GetTerrain())
{
for (int i = 0; i <= smoothness; ++i)
{
const float time = start * i / spline.MaxDistance.ToFloat();
const CVector3D tmp = spline.GetPosition(time);
const float groundY = g_Game->GetWorld()->GetTerrain()->GetExactGroundLevel(tmp.X, tmp.Z);
g_Renderer.GetDebugRenderer().DrawLine(tmp, CVector3D(tmp.X, groundY, tmp.Z), splineColor, 0.1f, false);
}
}
}
void CCinemaManager::DrawNodes(const RNSpline& spline, const CColor& nodeColor) const
{
for (const SplineData& node : spline.GetAllNodes())
{
g_Renderer.GetDebugRenderer().DrawCircle(
CVector3D(node.Position.X.ToFloat(), node.Position.Y.ToFloat(), node.Position.Z.ToFloat()),
0.5f, nodeColor);
}
}
bool CCinemaManager::IsEnabled() const
{
CmpPtr<ICmpCinemaManager> cmpCinemaManager(g_Game->GetSimulation2()->GetSimContext().GetSystemEntity());
return cmpCinemaManager && cmpCinemaManager->IsEnabled();
}
bool CCinemaManager::IsPlaying() const
{
return IsEnabled() && g_Game && !g_Game->m_Paused;
}
bool CCinemaManager::GetPathsDrawing() const
{
return m_DrawPaths;
}
void CCinemaManager::SetPathsDrawing(const bool drawPath)
{
m_DrawPaths = drawPath;
}