mirror of
https://gitea.wildfiregames.com/0ad/0ad
synced 2026-06-16 05:13:58 -07:00
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.
629 lines
21 KiB
C++
629 lines
21 KiB
C++
/* Copyright (C) 2021 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 "Render.h"
|
||
|
||
#include "graphics/Overlay.h"
|
||
#include "graphics/Terrain.h"
|
||
#include "maths/BoundingBoxAligned.h"
|
||
#include "maths/BoundingBoxOriented.h"
|
||
#include "maths/MathUtil.h"
|
||
#include "maths/Matrix3D.h"
|
||
#include "maths/Quaternion.h"
|
||
#include "maths/Vector2D.h"
|
||
#include "ps/Profile.h"
|
||
#include "simulation2/Simulation2.h"
|
||
#include "simulation2/components/ICmpTerrain.h"
|
||
#include "simulation2/components/ICmpWaterManager.h"
|
||
#include "simulation2/helpers/Geometry.h"
|
||
|
||
void SimRender::ConstructLineOnGround(const CSimContext& context, const std::vector<float>& xz,
|
||
SOverlayLine& overlay, bool floating, float heightOffset)
|
||
{
|
||
overlay.m_Coords.clear();
|
||
|
||
CmpPtr<ICmpTerrain> cmpTerrain(context, SYSTEM_ENTITY);
|
||
if (!cmpTerrain)
|
||
return;
|
||
|
||
if (xz.size() < 2)
|
||
return;
|
||
|
||
float water = 0.f;
|
||
if (floating)
|
||
{
|
||
CmpPtr<ICmpWaterManager> cmpWaterManager(context, SYSTEM_ENTITY);
|
||
if (cmpWaterManager)
|
||
water = cmpWaterManager->GetExactWaterLevel(xz[0], xz[1]);
|
||
}
|
||
|
||
overlay.m_Coords.reserve(xz.size()/2 * 3);
|
||
|
||
for (size_t i = 0; i < xz.size(); i += 2)
|
||
{
|
||
const float px = xz[i];
|
||
const float pz = xz[i+1];
|
||
const float py = std::max(water, cmpTerrain->GetExactGroundLevel(px, pz)) + heightOffset;
|
||
overlay.PushCoords(px, py, pz);
|
||
}
|
||
}
|
||
|
||
static void ConstructCircleOrClosedArc(
|
||
const CSimContext& context, float x, float z, float radius,
|
||
bool isCircle,
|
||
float start, float end,
|
||
SOverlayLine& overlay, bool floating, float heightOffset)
|
||
{
|
||
overlay.m_Coords.clear();
|
||
|
||
CmpPtr<ICmpTerrain> cmpTerrain(context, SYSTEM_ENTITY);
|
||
if (!cmpTerrain)
|
||
return;
|
||
|
||
float water = 0.f;
|
||
if (floating)
|
||
{
|
||
CmpPtr<ICmpWaterManager> cmpWaterManager(context, SYSTEM_ENTITY);
|
||
if (cmpWaterManager)
|
||
water = cmpWaterManager->GetExactWaterLevel(x, z);
|
||
}
|
||
|
||
// Adapt the circle resolution to look reasonable for small and largeish radiuses
|
||
size_t numPoints = Clamp<size_t>(radius * (end - start), 12, 48);
|
||
|
||
if (!isCircle)
|
||
overlay.m_Coords.reserve((numPoints + 1 + 2) * 3);
|
||
else
|
||
overlay.m_Coords.reserve((numPoints + 1) * 3);
|
||
|
||
float cy = 0.f;
|
||
if (!isCircle)
|
||
{
|
||
// Start at the center point
|
||
cy = std::max(water, cmpTerrain->GetExactGroundLevel(x, z)) + heightOffset;
|
||
overlay.PushCoords(x, cy, z);
|
||
}
|
||
|
||
for (size_t i = 0; i <= numPoints; ++i) // use '<=' so it's a closed loop
|
||
{
|
||
float a = start + (float)i * (end - start) / (float)numPoints;
|
||
float px = x + radius * cosf(a);
|
||
float pz = z + radius * sinf(a);
|
||
float py = std::max(water, cmpTerrain->GetExactGroundLevel(px, pz)) + heightOffset;
|
||
overlay.PushCoords(px, py, pz);
|
||
}
|
||
|
||
if (!isCircle)
|
||
{
|
||
// Return to the center point
|
||
overlay.PushCoords(x, cy, z);
|
||
}
|
||
}
|
||
|
||
void SimRender::ConstructCircleOnGround(
|
||
const CSimContext& context, float x, float z, float radius,
|
||
SOverlayLine& overlay, bool floating, float heightOffset)
|
||
{
|
||
ConstructCircleOrClosedArc(context, x, z, radius, true, 0.0f, 2.0f*(float)M_PI, overlay, floating, heightOffset);
|
||
}
|
||
|
||
void SimRender::ConstructClosedArcOnGround(
|
||
const CSimContext& context, float x, float z, float radius,
|
||
float start, float end,
|
||
SOverlayLine& overlay, bool floating, float heightOffset)
|
||
{
|
||
ConstructCircleOrClosedArc(context, x, z, radius, false, start, end, overlay, floating, heightOffset);
|
||
}
|
||
|
||
// This method splits up a straight line into a number of line segments each having a length ~= TERRAIN_TILE_SIZE
|
||
static void SplitLine(std::vector<std::pair<float, float> >& coords, float x1, float y1, float x2, float y2)
|
||
{
|
||
float length = sqrtf(SQR(x1 - x2) + SQR(y1 - y2));
|
||
size_t pieces = ((int)length) / TERRAIN_TILE_SIZE;
|
||
if (pieces > 0)
|
||
{
|
||
float xPieceLength = (x1 - x2) / (float)pieces;
|
||
float yPieceLength = (y1 - y2) / (float)pieces;
|
||
for (size_t i = 1; i <= (pieces - 1); ++i)
|
||
{
|
||
coords.emplace_back(x1 - (xPieceLength * (float)i), y1 - (yPieceLength * (float)i));
|
||
}
|
||
}
|
||
coords.emplace_back(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<ICmpTerrain> cmpTerrain(context, SYSTEM_ENTITY);
|
||
if (!cmpTerrain)
|
||
return;
|
||
|
||
float water = 0.f;
|
||
if (floating)
|
||
{
|
||
CmpPtr<ICmpWaterManager> cmpWaterManager(context, SYSTEM_ENTITY);
|
||
if (cmpWaterManager)
|
||
water = cmpWaterManager->GetExactWaterLevel(x, z);
|
||
}
|
||
|
||
float c = cosf(a);
|
||
float s = sinf(a);
|
||
|
||
std::vector<std::pair<float, float> > 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.emplace_back(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.PushCoords(px, py, pz);
|
||
}
|
||
}
|
||
|
||
void SimRender::ConstructBoxOutline(const CBoundingBoxAligned& bound, SOverlayLine& overlayLine)
|
||
{
|
||
overlayLine.m_Coords.clear();
|
||
|
||
if (bound.IsEmpty())
|
||
return;
|
||
|
||
const CVector3D& pMin = bound[0];
|
||
const CVector3D& pMax = bound[1];
|
||
|
||
// floor square
|
||
overlayLine.PushCoords(pMin.X, pMin.Y, pMin.Z);
|
||
overlayLine.PushCoords(pMax.X, pMin.Y, pMin.Z);
|
||
overlayLine.PushCoords(pMax.X, pMin.Y, pMax.Z);
|
||
overlayLine.PushCoords(pMin.X, pMin.Y, pMax.Z);
|
||
overlayLine.PushCoords(pMin.X, pMin.Y, pMin.Z);
|
||
// roof square
|
||
overlayLine.PushCoords(pMin.X, pMax.Y, pMin.Z);
|
||
overlayLine.PushCoords(pMax.X, pMax.Y, pMin.Z);
|
||
overlayLine.PushCoords(pMax.X, pMax.Y, pMax.Z);
|
||
overlayLine.PushCoords(pMin.X, pMax.Y, pMax.Z);
|
||
overlayLine.PushCoords(pMin.X, pMax.Y, pMin.Z);
|
||
}
|
||
|
||
void SimRender::ConstructBoxOutline(const CBoundingBoxOriented& box, SOverlayLine& overlayLine)
|
||
{
|
||
overlayLine.m_Coords.clear();
|
||
|
||
if (box.IsEmpty())
|
||
return;
|
||
|
||
CVector3D corners[8];
|
||
box.GetCorner(-1, -1, -1, corners[0]);
|
||
box.GetCorner( 1, -1, -1, corners[1]);
|
||
box.GetCorner( 1, -1, 1, corners[2]);
|
||
box.GetCorner(-1, -1, 1, corners[3]);
|
||
box.GetCorner(-1, 1, -1, corners[4]);
|
||
box.GetCorner( 1, 1, -1, corners[5]);
|
||
box.GetCorner( 1, 1, 1, corners[6]);
|
||
box.GetCorner(-1, 1, 1, corners[7]);
|
||
|
||
overlayLine.PushCoords(corners[0]);
|
||
overlayLine.PushCoords(corners[1]);
|
||
overlayLine.PushCoords(corners[2]);
|
||
overlayLine.PushCoords(corners[3]);
|
||
overlayLine.PushCoords(corners[0]);
|
||
|
||
overlayLine.PushCoords(corners[4]);
|
||
overlayLine.PushCoords(corners[5]);
|
||
overlayLine.PushCoords(corners[6]);
|
||
overlayLine.PushCoords(corners[7]);
|
||
overlayLine.PushCoords(corners[4]);
|
||
}
|
||
|
||
void SimRender::ConstructGimbal(const CVector3D& center, float radius, SOverlayLine& out, size_t numSteps)
|
||
{
|
||
ENSURE(numSteps > 0 && numSteps % 4 == 0); // must be a positive multiple of 4
|
||
|
||
out.m_Coords.clear();
|
||
|
||
size_t fullCircleSteps = numSteps;
|
||
const float angleIncrement = 2.f*M_PI/fullCircleSteps;
|
||
|
||
const CVector3D X_UNIT(1, 0, 0);
|
||
const CVector3D Y_UNIT(0, 1, 0);
|
||
const CVector3D Z_UNIT(0, 0, 1);
|
||
CVector3D rotationVector(0, 0, radius); // directional vector based in the center that we will be rotating to get the gimbal points
|
||
|
||
// first draw a quarter of XZ gimbal; then complete the XY gimbal; then continue the XZ gimbal and finally add the YZ gimbal
|
||
// (that way we can keep a single continuous line)
|
||
|
||
// -- XZ GIMBAL (PART 1/2) -----------------------------------------------
|
||
|
||
CQuaternion xzRotation;
|
||
xzRotation.FromAxisAngle(Y_UNIT, angleIncrement);
|
||
|
||
for (size_t i = 0; i < fullCircleSteps/4; ++i) // complete only a quarter of the way
|
||
{
|
||
out.PushCoords(center + rotationVector);
|
||
rotationVector = xzRotation.Rotate(rotationVector);
|
||
}
|
||
|
||
// -- XY GIMBAL ----------------------------------------------------------
|
||
|
||
// now complete the XY gimbal while the XZ gimbal is interrupted
|
||
CQuaternion xyRotation;
|
||
xyRotation.FromAxisAngle(Z_UNIT, angleIncrement);
|
||
|
||
for (size_t i = 0; i < fullCircleSteps; ++i) // note the <; the last point of the XY gimbal isn't added, because the XZ gimbal will add it
|
||
{
|
||
out.PushCoords(center + rotationVector);
|
||
rotationVector = xyRotation.Rotate(rotationVector);
|
||
}
|
||
|
||
// -- XZ GIMBAL (PART 2/2) -----------------------------------------------
|
||
|
||
// resume the XZ gimbal to completion
|
||
for (size_t i = fullCircleSteps/4; i < fullCircleSteps; ++i) // exclude the last point of the circle so the YZ gimbal can add it
|
||
{
|
||
out.PushCoords(center + rotationVector);
|
||
rotationVector = xzRotation.Rotate(rotationVector);
|
||
}
|
||
|
||
// -- YZ GIMBAL ----------------------------------------------------------
|
||
|
||
CQuaternion yzRotation;
|
||
yzRotation.FromAxisAngle(X_UNIT, angleIncrement);
|
||
|
||
for (size_t i = 0; i <= fullCircleSteps; ++i)
|
||
{
|
||
out.PushCoords(center + rotationVector);
|
||
rotationVector = yzRotation.Rotate(rotationVector);
|
||
}
|
||
}
|
||
|
||
void SimRender::ConstructAxesMarker(const CMatrix3D& coordSystem, SOverlayLine& outX, SOverlayLine& outY, SOverlayLine& outZ)
|
||
{
|
||
outX.m_Coords.clear();
|
||
outY.m_Coords.clear();
|
||
outZ.m_Coords.clear();
|
||
|
||
outX.m_Color = CColor(1, 0, 0, .5f); // X axis; red
|
||
outY.m_Color = CColor(0, 1, 0, .5f); // Y axis; green
|
||
outZ.m_Color = CColor(0, 0, 1, .5f); // Z axis; blue
|
||
|
||
outX.m_Thickness = 0.1f;
|
||
outY.m_Thickness = 0.1f;
|
||
outZ.m_Thickness = 0.1f;
|
||
|
||
CVector3D origin = coordSystem.GetTranslation();
|
||
outX.PushCoords(origin);
|
||
outY.PushCoords(origin);
|
||
outZ.PushCoords(origin);
|
||
|
||
outX.PushCoords(origin + CVector3D(coordSystem(0,0), coordSystem(1,0), coordSystem(2,0)));
|
||
outY.PushCoords(origin + CVector3D(coordSystem(0,1), coordSystem(1,1), coordSystem(2,1)));
|
||
outZ.PushCoords(origin + CVector3D(coordSystem(0,2), coordSystem(1,2), coordSystem(2,2)));
|
||
}
|
||
|
||
void SimRender::SmoothPointsAverage(std::vector<CVector2D>& 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<CVector2D> 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<CVector2D>& points, bool closed, float offset, int segmentSamples /* = 4 */)
|
||
{
|
||
PROFILE("InterpolatePointsRNS");
|
||
ENSURE(segmentSamples > 0);
|
||
|
||
std::vector<CVector2D> 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 (closed)
|
||
{
|
||
if (n < 1)
|
||
return; // we need at least a single point to not crash
|
||
}
|
||
else
|
||
{
|
||
if (n < 2)
|
||
return; // in non-closed mode, we need at least n=2 to not crash
|
||
}
|
||
|
||
size_t imax = closed ? n : n-1;
|
||
newPoints.reserve(imax*segmentSamples);
|
||
|
||
// these are primarily used inside the loop, but for open paths we need them outside the loop once to compute the last point
|
||
CVector2D a0;
|
||
CVector2D a1;
|
||
CVector2D a2;
|
||
CVector2D a3;
|
||
|
||
for (size_t i = 0; i < imax; ++i)
|
||
{
|
||
// Get the relevant points for this spline segment; each step interpolates the segment between p1 and p2; p0 and p3 are the points
|
||
// before p1 and after p2, respectively; they're needed to compute tangents and whatnot.
|
||
CVector2D p0; // normally points[(i-1+n)%n], but it's a bit more complicated due to open/closed paths -- see below
|
||
CVector2D p1 = points[i];
|
||
CVector2D p2 = points[(i+1)%n];
|
||
CVector2D p3; // normally points[(i+2)%n], but it's a bit more complicated due to open/closed paths -- see below
|
||
|
||
if (!closed && (i == 0))
|
||
// p0's point index is out of bounds, and we can't wrap around because we're in non-closed mode -- create an artificial point
|
||
// that extends p1 -> p0 (i.e. the first segment's direction)
|
||
p0 = points[0] + (points[0] - points[1]);
|
||
else
|
||
// standard wrap-around case
|
||
p0 = points[(i-1+n)%n]; // careful; don't use (i-1)%n here, as the result is machine-dependent for negative operands (e.g. if i==0, the result could be either -1 or n-1)
|
||
|
||
|
||
if (!closed && (i == n-2))
|
||
// p3's point index is out of bounds; create an artificial point that extends p_(n-2) -> p_(n-1) (i.e. the last segment's direction)
|
||
// (note that p2's index should not be out of bounds, because in non-closed mode imax is reduced by 1)
|
||
p3 = points[n-1] + (points[n-1] - points[n-2]);
|
||
else
|
||
// standard wrap-around case
|
||
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
|
||
a0 = p1*2 + p2*-2 + v1 + v2;
|
||
a1 = p1*-3 + p2*3 + v1*-2 + v2*-1;
|
||
a2 = v1;
|
||
a3 = p1;
|
||
|
||
// Interpolate at regular points across the interval
|
||
for (int sample = 0; sample < segmentSamples; sample++)
|
||
newPoints.push_back(EvaluateSpline(sample/((float) segmentSamples), a0, a1, a2, a3, offset));
|
||
|
||
}
|
||
|
||
if (!closed)
|
||
// if the path is open, we should take care to include the last control point
|
||
// NOTE: we can't just do push_back(points[n-1]) here because that ignores the offset
|
||
newPoints.push_back(EvaluateSpline(1.f, a0, a1, a2, a3, offset));
|
||
|
||
points.swap(newPoints);
|
||
}
|
||
|
||
void SimRender::ConstructDashedLine(const std::vector<CVector2D>& keyPoints, SDashedLine& dashedLineOut, const float dashLength, const float blankLength)
|
||
{
|
||
// sanity checks
|
||
if (dashLength <= 0)
|
||
return;
|
||
|
||
if (blankLength <= 0)
|
||
return;
|
||
|
||
if (keyPoints.size() < 2)
|
||
return;
|
||
|
||
dashedLineOut.m_Points.clear();
|
||
dashedLineOut.m_StartIndices.clear();
|
||
|
||
// walk the line, counting the total length so far at each node point. When the length exceeds dashLength, cut the last segment at the
|
||
// required length and continue for blankLength along the line to start a new dash segment.
|
||
|
||
// TODO: we should probably extend this function to also allow for closed lines. I was thinking of slightly scaling the dash/blank length
|
||
// so that it fits the length of the curve, but that requires knowing the length of the curve upfront which is sort of expensive to compute
|
||
// (O(n) and lots of square roots).
|
||
|
||
bool buildingDash = true; // true if we're building a dash, false if a blank
|
||
float curDashLength = 0; // builds up the current dash/blank's length as we walk through the line nodes
|
||
CVector2D dashLastPoint = keyPoints[0]; // last point of the current dash/blank being built.
|
||
|
||
// register the first starting node of the first dash
|
||
dashedLineOut.m_Points.push_back(keyPoints[0]);
|
||
dashedLineOut.m_StartIndices.push_back(0);
|
||
|
||
// index of the next key point on the path. Must always point to a node that is further along the path than dashLastPoint, so we can
|
||
// properly take a direction vector along the path.
|
||
size_t i = 0;
|
||
|
||
while(i < keyPoints.size() - 1)
|
||
{
|
||
// get length of this segment
|
||
CVector2D segmentVector = keyPoints[i + 1] - dashLastPoint; // vector from our current point along the path to nextNode
|
||
float segmentLength = segmentVector.Length();
|
||
|
||
float targetLength = (buildingDash ? dashLength : blankLength);
|
||
if (curDashLength + segmentLength > targetLength)
|
||
{
|
||
// segment is longer than the dash length we still have to go, so we'll need to cut it; create a cut point along the segment
|
||
// line that is of just the required length to complete the dash, then make it the base point for the next dash/blank.
|
||
float cutLength = targetLength - curDashLength;
|
||
CVector2D cutPoint = dashLastPoint + (segmentVector.Normalized() * cutLength);
|
||
|
||
// start a new dash or blank in the next iteration
|
||
curDashLength = 0;
|
||
buildingDash = !buildingDash; // flip from dash to blank and vice-versa
|
||
dashLastPoint = cutPoint;
|
||
|
||
// don't increment i, we haven't fully traversed this segment yet so we still need to use the same point to take the
|
||
// direction vector with in the next iteration
|
||
|
||
// this cut point is either the end of the current dash or the beginning of a new dash; either way, we're gonna need it
|
||
// in the points array.
|
||
dashedLineOut.m_Points.push_back(cutPoint);
|
||
|
||
if (buildingDash)
|
||
{
|
||
// if we're gonna be building a new dash, then cutPoint is now the base point of that new dash, so let's register its
|
||
// index as a start index of a dash.
|
||
dashedLineOut.m_StartIndices.push_back(dashedLineOut.m_Points.size() - 1);
|
||
}
|
||
|
||
}
|
||
else
|
||
{
|
||
// the segment from lastDashPoint to keyPoints[i+1] doesn't suffice to complete the dash, so we need to add keyPoints[i+1]
|
||
// to this dash's points and continue from there
|
||
|
||
if (buildingDash)
|
||
// still building the dash, add it to the output (we don't need to store the blanks)
|
||
dashedLineOut.m_Points.push_back(keyPoints[i+1]);
|
||
|
||
curDashLength += segmentLength;
|
||
dashLastPoint = keyPoints[i+1];
|
||
i++;
|
||
|
||
}
|
||
|
||
}
|
||
|
||
}
|
||
|
||
// TODO: this serves a similar purpose to SplitLine above, but is more general. Also, SplitLine seems to be implemented more
|
||
// efficiently, might be nice to take some cues from it
|
||
void SimRender::SubdividePoints(std::vector<CVector2D>& points, float maxSegmentLength, bool closed)
|
||
{
|
||
size_t numControlPoints = points.size();
|
||
if (numControlPoints < 2)
|
||
return;
|
||
|
||
ENSURE(maxSegmentLength > 0);
|
||
|
||
size_t endIndex = numControlPoints;
|
||
if (!closed && numControlPoints > 2)
|
||
endIndex--;
|
||
|
||
std::vector<CVector2D> newPoints;
|
||
|
||
for (size_t i = 0; i < endIndex; i++)
|
||
{
|
||
const CVector2D& curPoint = points[i];
|
||
const CVector2D& nextPoint = points[(i+1) % numControlPoints];
|
||
const CVector2D line(nextPoint - curPoint);
|
||
CVector2D lineDirection = line.Normalized();
|
||
|
||
// include control point i + a list of intermediate points between i and i + 1 (excluding i+1 itself)
|
||
newPoints.push_back(curPoint);
|
||
|
||
// calculate how many intermediate points are needed so that each segment is of length <= maxSegmentLength
|
||
float lineLength = line.Length();
|
||
size_t numSegments = (size_t) ceilf(lineLength / maxSegmentLength);
|
||
float segmentLength = lineLength / numSegments;
|
||
|
||
for (size_t s = 1; s < numSegments; ++s) // start at one, we already included curPoint
|
||
{
|
||
newPoints.push_back(curPoint + lineDirection * (s * segmentLength));
|
||
}
|
||
}
|
||
|
||
points.swap(newPoints);
|
||
}
|
||
|
||
void SimRender::ConstructTexturedLineBox(SOverlayTexturedLine& overlay, const CVector2D& origin,
|
||
const CFixedVector3D& rotation, const float sizeX, const float sizeZ)
|
||
{
|
||
float s = sinf(-rotation.Y.ToFloat());
|
||
float c = cosf(-rotation.Y.ToFloat());
|
||
|
||
CVector2D unitX(c, s);
|
||
CVector2D unitZ(-s, c);
|
||
|
||
// Add half the line thickness to the radius so that we get an 'outside' stroke of the footprint shape
|
||
const float halfSizeX = sizeX / 2.f + overlay.m_Thickness / 2.f;
|
||
const float halfSizeZ = sizeZ / 2.f + overlay.m_Thickness / 2.f;
|
||
|
||
std::vector<CVector2D> points;
|
||
points.push_back(CVector2D(origin + unitX * halfSizeX + unitZ * (-halfSizeZ)));
|
||
points.push_back(CVector2D(origin + unitX * (-halfSizeX) + unitZ * (-halfSizeZ)));
|
||
points.push_back(CVector2D(origin + unitX * (-halfSizeX) + unitZ * halfSizeZ));
|
||
points.push_back(CVector2D(origin + unitX * halfSizeX + unitZ * halfSizeZ));
|
||
|
||
SimRender::SubdividePoints(points, TERRAIN_TILE_SIZE / 3.f, overlay.m_Closed);
|
||
overlay.PushCoords(points);
|
||
}
|
||
|
||
void SimRender::ConstructTexturedLineCircle(SOverlayTexturedLine& overlay, const CVector2D& origin, const float overlay_radius)
|
||
{
|
||
const float radius = overlay_radius + overlay.m_Thickness / 3.f;
|
||
|
||
size_t numSteps = ceilf(float(2 * M_PI) * radius / (TERRAIN_TILE_SIZE / 3.f));
|
||
for (size_t i = 0; i < numSteps; ++i)
|
||
{
|
||
float angle = i * float(2 * M_PI) / numSteps;
|
||
float px = origin.X + radius * sinf(angle);
|
||
float pz = origin.Y + radius * cosf(angle);
|
||
|
||
overlay.PushCoords(px, pz);
|
||
}
|
||
}
|