0ad/source/graphics/ModelAbstract.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

92 lines
2.9 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) 2011 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 "ModelAbstract.h"
#include "ps/CLogger.h"
const CBoundingBoxOriented& CModelAbstract::GetSelectionBox()
{
if (!m_SelectionBoxValid)
{
CalcSelectionBox();
m_SelectionBoxValid = true;
}
return m_SelectionBox;
}
void CModelAbstract::CalcSelectionBox()
{
if (m_CustomSelectionShape)
{
// custom shape
switch(m_CustomSelectionShape->m_Type)
{
case CustomSelectionShape::BOX:
{
// create object-space bounds according to the information in the descriptor, and transform them to world-space.
// the box is centered on the X and Z axes, but extends from 0 to its height on the Y axis.
const float width = m_CustomSelectionShape->m_Size0;
const float depth = m_CustomSelectionShape->m_Size1;
const float height = m_CustomSelectionShape->m_Height;
CBoundingBoxAligned bounds;
bounds += CVector3D(-width/2.f, 0, -depth/2.f);
bounds += CVector3D( width/2.f, height, depth/2.f);
bounds.Transform(GetTransform(), m_SelectionBox);
}
break;
case CustomSelectionShape::CYLINDER:
{
// TODO: unimplemented
m_SelectionBox.SetEmpty();
LOGWARNING("[ModelAbstract] TODO: Cylinder selection boxes are not yet implemented. Use BOX or BOUNDS selection shapes instead.");
}
break;
default:
{
m_SelectionBox.SetEmpty();
//LOGWARNING("[ModelAbstract] Unrecognized selection shape type: %ld", m_CustomSelectionShape->m_Type);
debug_warn("[ModelAbstract] Unrecognized selection shape type");
}
break;
}
}
else
{
// standard method
// Get the object-space bounds that should be used to construct this model (and its children)'s selection box
CBoundingBoxAligned objBounds = GetObjectSelectionBoundsRec();
if (objBounds.IsEmpty())
{
m_SelectionBox.SetEmpty(); // model does not wish to participate in selection
return;
}
// Prevent the bounding box from extending through the terrain; clip the lower plane at Y=0 in object space.
if (objBounds[1].Y > 0.f) // should always be the case, unless the models are defined really weirdly
objBounds[0].Y = std::max(0.f, objBounds[0].Y);
// transform object-space axis-aligned bounds to world-space arbitrary-aligned box
objBounds.Transform(GetTransform(), m_SelectionBox);
}
}