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https://gitea.wildfiregames.com/0ad/0ad
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Using references matches the C++ coding style better and should improve performance a bit in theory. It avoids 2 copies of T in case of the functions registered with RegisterFunction (mainy used in the GUI). It should also avoid one or two copies in case of DEFINE_INTERFACE_METHOD_X, which is used in the simulation, but I haven't bothered to count it there exactly. It is now predefined which types have to be passed by const reference and which are passed by value. Note that references can't be used as out-parameters (to return multiple values to JS). This hasn't worked before either and probably never will. This was SVN commit r17696.
1276 lines
50 KiB
C++
1276 lines
50 KiB
C++
/* Copyright (C) 2015 Wildfire Games.
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* This file is part of 0 A.D.
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*
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* 0 A.D. is free software: you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation, either version 2 of the License, or
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* (at your option) any later version.
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*
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* 0 A.D. is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with 0 A.D. If not, see <http://www.gnu.org/licenses/>.
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*/
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#include "precompiled.h"
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#include "ICmpRallyPointRenderer.h"
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#include "simulation2/MessageTypes.h"
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#include "simulation2/components/ICmpFootprint.h"
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#include "simulation2/components/ICmpObstructionManager.h"
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#include "simulation2/components/ICmpOwnership.h"
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#include "simulation2/components/ICmpPathfinder.h"
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#include "simulation2/components/ICmpPlayer.h"
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#include "simulation2/components/ICmpPlayerManager.h"
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#include "simulation2/components/ICmpPosition.h"
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#include "simulation2/components/ICmpRangeManager.h"
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#include "simulation2/components/ICmpTerrain.h"
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#include "simulation2/components/ICmpVisual.h"
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#include "simulation2/components/ICmpWaterManager.h"
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#include "simulation2/helpers/Render.h"
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#include "simulation2/helpers/Geometry.h"
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#include "simulation2/system/Component.h"
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#include "ps/CLogger.h"
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#include "graphics/Overlay.h"
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#include "graphics/TextureManager.h"
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#include "renderer/Renderer.h"
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struct SVisibilitySegment
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{
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bool m_Visible;
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size_t m_StartIndex;
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size_t m_EndIndex; // inclusive
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SVisibilitySegment(bool visible, size_t startIndex, size_t endIndex)
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: m_Visible(visible), m_StartIndex(startIndex), m_EndIndex(endIndex)
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{}
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bool operator==(const SVisibilitySegment& other) const
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{
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return (m_Visible == other.m_Visible && m_StartIndex == other.m_StartIndex && m_EndIndex == other.m_EndIndex);
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}
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bool operator!=(const SVisibilitySegment& other) const
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{
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return !(*this == other);
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}
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bool IsSinglePoint()
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{
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return (m_StartIndex == m_EndIndex);
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}
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};
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class CCmpRallyPointRenderer : public ICmpRallyPointRenderer
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{
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// import some types for less verbosity
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typedef WaypointPath Path;
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typedef PathGoal Goal;
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typedef ICmpRangeManager::CLosQuerier CLosQuerier;
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typedef SOverlayTexturedLine::LineCapType LineCapType;
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public:
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static void ClassInit(CComponentManager& componentManager)
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{
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componentManager.SubscribeToMessageType(MT_OwnershipChanged);
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componentManager.SubscribeToMessageType(MT_TurnStart);
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componentManager.SubscribeToMessageType(MT_Destroy);
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componentManager.SubscribeToMessageType(MT_PositionChanged);
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}
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DEFAULT_COMPONENT_ALLOCATOR(RallyPointRenderer)
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protected:
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/// Display position of the rally points. Note that this are merely the display positions; they not necessarily the same as the
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/// actual positions used in the simulation at any given time. In particular, we need this separate copy to support
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/// instantaneously rendering the rally point markers/lines when the user sets one in-game (instead of waiting until the
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/// network-synchronization code sets it on the RallyPoint component, which might take up to half a second).
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std::vector<CFixedVector2D> m_RallyPoints;
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/// Full path to the rally points as returned by the pathfinder, with some post-processing applied to reduce zig/zagging.
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std::vector<std::vector<CVector2D> > m_Path;
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/// Visibility segments of the rally point paths; splits the path into SoD/non-SoD segments.
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std::deque<std::deque<SVisibilitySegment> > m_VisibilitySegments;
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bool m_Displayed; ///< Should we render the rally points and the path lines? (set from JS when e.g. the unit is selected/deselected)
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bool m_SmoothPath; ///< Smooth the path before rendering?
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std::vector<entity_id_t> m_MarkerEntityIds; ///< Entity IDs of the rally point markers.
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size_t m_LastMarkerCount;
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player_id_t m_LastOwner; ///< Last seen owner of this entity (used to keep track of ownership changes).
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std::wstring m_MarkerTemplate; ///< Template name of the rally point markers.
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/// Marker connector line settings (loaded from XML)
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float m_LineThickness;
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CColor m_LineColor;
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CColor m_LineDashColor;
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LineCapType m_LineStartCapType;
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LineCapType m_LineEndCapType;
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std::wstring m_LineTexturePath;
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std::wstring m_LineTextureMaskPath;
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std::string m_LinePassabilityClass; ///< Pathfinder passability class to use for computing the (long-range) marker line path.
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CTexturePtr m_Texture;
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CTexturePtr m_TextureMask;
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/// Textured overlay lines to be used for rendering the marker line. There can be multiple because we may need to render
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/// dashes for segments that are inside the SoD.
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std::vector<std::vector<SOverlayTexturedLine> > m_TexturedOverlayLines;
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/// Draw little overlay circles to indicate where the exact path points are?
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bool m_EnableDebugNodeOverlay;
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std::vector<std::vector<SOverlayLine> > m_DebugNodeOverlays;
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public:
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static std::string GetSchema()
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{
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return
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"<a:help>Displays a rally point marker where created units will gather when spawned</a:help>"
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"<a:example>"
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"<MarkerTemplate>special/rallypoint</MarkerTemplate>"
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"<LineThickness>0.75</LineThickness>"
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"<LineStartCap>round</LineStartCap>"
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"<LineEndCap>square</LineEndCap>"
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"<LineColor r='20' g='128' b='240'></LineColor>"
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"<LineDashColor r='158' g='11' b='15'></LineDashColor>"
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"<LinePassabilityClass>default</LinePassabilityClass>"
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"</a:example>"
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"<element name='MarkerTemplate' a:help='Template name for the rally point marker entity (typically a waypoint flag actor)'>"
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"<text/>"
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"</element>"
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"<element name='LineTexture' a:help='Texture file to use for the rally point line'>"
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"<text />"
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"</element>"
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"<element name='LineTextureMask' a:help='Texture mask to indicate where overlay colors are to be applied (see LineColor and LineDashColor)'>"
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"<text />"
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"</element>"
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"<element name='LineThickness' a:help='Thickness of the marker line connecting the entity to the rally point marker'>"
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"<data type='decimal'/>"
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"</element>"
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"<element name='LineColor'>"
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"<attribute name='r'>"
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"<data type='integer'><param name='minInclusive'>0</param><param name='maxInclusive'>255</param></data>"
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"</attribute>"
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"<attribute name='g'>"
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"<data type='integer'><param name='minInclusive'>0</param><param name='maxInclusive'>255</param></data>"
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"</attribute>"
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"<attribute name='b'>"
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"<data type='integer'><param name='minInclusive'>0</param><param name='maxInclusive'>255</param></data>"
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"</attribute>"
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"</element>"
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"<element name='LineDashColor'>"
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"<attribute name='r'>"
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"<data type='integer'><param name='minInclusive'>0</param><param name='maxInclusive'>255</param></data>"
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"</attribute>"
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"<attribute name='g'>"
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"<data type='integer'><param name='minInclusive'>0</param><param name='maxInclusive'>255</param></data>"
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"</attribute>"
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"<attribute name='b'>"
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"<data type='integer'><param name='minInclusive'>0</param><param name='maxInclusive'>255</param></data>"
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"</attribute>"
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"</element>"
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"<element name='LineStartCap'>"
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"<choice>"
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"<value a:help='Abrupt line ending; line endings are not closed'>flat</value>"
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"<value a:help='Semi-circular line end cap'>round</value>"
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"<value a:help='Sharp, pointy line end cap'>sharp</value>"
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"<value a:help='Square line end cap'>square</value>"
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"</choice>"
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"</element>"
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"<element name='LineEndCap'>"
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"<choice>"
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"<value a:help='Abrupt line ending; line endings are not closed'>flat</value>"
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"<value a:help='Semi-circular line end cap'>round</value>"
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"<value a:help='Sharp, pointy line end cap'>sharp</value>"
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"<value a:help='Square line end cap'>square</value>"
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"</choice>"
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"</element>"
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"<element name='LinePassabilityClass' a:help='The pathfinder passability class to use for computing the rally point marker line path'>"
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"<text />"
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"</element>";
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}
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virtual void Init(const CParamNode& paramNode);
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virtual void Deinit()
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{
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}
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virtual void Serialize(ISerializer& UNUSED(serialize))
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{
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// do NOT serialize anything; this is a rendering-only component, it does not and should not affect simulation state
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}
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virtual void Deserialize(const CParamNode& paramNode, IDeserializer& UNUSED(deserialize))
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{
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Init(paramNode);
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}
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virtual void HandleMessage(const CMessage& msg, bool UNUSED(global))
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{
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switch (msg.GetType())
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{
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case MT_RenderSubmit:
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{
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PROFILE3("RallyPoint::RenderSubmit");
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if (m_Displayed && IsSet())
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{
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const CMessageRenderSubmit& msgData = static_cast<const CMessageRenderSubmit&> (msg);
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RenderSubmit(msgData.collector);
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}
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}
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break;
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case MT_OwnershipChanged:
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{
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UpdateMarkers(); // update marker variation to new player's civilization
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}
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break;
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case MT_TurnStart:
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{
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UpdateOverlayLines(); // check for changes to the SoD and update the overlay lines accordingly
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}
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break;
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case MT_Destroy:
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{
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for (std::vector<entity_id_t>::iterator it = m_MarkerEntityIds.begin(); it < m_MarkerEntityIds.end(); ++it)
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{
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if (*it != INVALID_ENTITY)
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{
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GetSimContext().GetComponentManager().DestroyComponentsSoon(*it);
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*it = INVALID_ENTITY;
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}
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}
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}
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break;
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case MT_PositionChanged:
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{
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// Unlikely to happen in-game, but can occur in atlas
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// Just recompute the path from the entity to the first rally point
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RecomputeRallyPointPath_wrapper(0);
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}
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break;
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}
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}
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/*
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* Must be called whenever m_Displayed or the size of m_RallyPoints change,
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* to determine whether we need to respond to render messages.
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*/
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void UpdateMessageSubscriptions()
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{
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bool needRender = m_Displayed && IsSet();
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GetSimContext().GetComponentManager().DynamicSubscriptionNonsync(MT_RenderSubmit, this, needRender);
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}
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virtual void AddPosition_wrapper(const CFixedVector2D& pos)
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{
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AddPosition(pos, false);
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}
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virtual void SetPosition(const CFixedVector2D& pos)
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{
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if (!(m_RallyPoints.size() == 1 && m_RallyPoints.front() == pos))
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{
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m_RallyPoints.clear();
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AddPosition(pos, true);
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// Don't need to UpdateMessageSubscriptions here since AddPosition already calls it
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}
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}
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virtual void UpdatePosition(u32 rallyPointId, const CFixedVector2D& pos)
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{
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if (rallyPointId >= m_RallyPoints.size())
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return;
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m_RallyPoints[rallyPointId] = pos;
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UpdateMarkers();
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// Compute a new path for the current, and if existing the next rally point
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RecomputeRallyPointPath_wrapper(rallyPointId);
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if (rallyPointId+1 < m_RallyPoints.size())
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RecomputeRallyPointPath_wrapper(rallyPointId+1);
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}
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virtual void SetDisplayed(bool displayed)
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{
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if (m_Displayed != displayed)
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{
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m_Displayed = displayed;
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// move the markers out of oblivion and back into the real world, or vice-versa
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UpdateMarkers();
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// Check for changes to the SoD and update the overlay lines accordingly. We need to do this here because this method
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// only takes effect when the display flag is active; we need to pick up changes to the SoD that might have occurred
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// while this rally point was not being displayed.
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UpdateOverlayLines();
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UpdateMessageSubscriptions();
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}
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}
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virtual void Reset()
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{
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m_RallyPoints.clear();
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RecomputeAllRallyPointPaths();
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UpdateMessageSubscriptions();
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}
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/**
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* Returns true if at least one display rally point is set; i.e., if we have a point to render our marker/line at.
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*/
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bool IsSet()
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{
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return !m_RallyPoints.empty();
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}
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private:
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/**
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* Helper function for AddPosition_wrapper and SetPosition.
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*/
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void AddPosition(CFixedVector2D pos, bool recompute)
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{
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m_RallyPoints.push_back(pos);
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UpdateMarkers();
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if (recompute)
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RecomputeAllRallyPointPaths();
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else
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RecomputeRallyPointPath_wrapper(m_RallyPoints.size()-1);
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UpdateMessageSubscriptions();
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}
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/**
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* Repositions the rally point markers; moves them outside of the world (ie. hides them), or positions them at the currently
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* set rally points. Also updates the actor's variation according to the entity's current owning player's civilization.
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*
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* Should be called whenever either the position of a rally point changes (including whether it is set or not), or the display
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* flag changes, or the ownership of the entity changes.
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*/
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void UpdateMarkers();
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/**
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* Recomputes all the full paths from this entity to the rally point and from the rally point to the next, and does all the necessary
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* post-processing to make them prettier.
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*
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* Should be called whenever all rally points' position changes.
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*/
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void RecomputeAllRallyPointPaths();
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/**
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* Recomputes the full path for m_Path[ @p index], and does all the necessary post-processing to make it prettier.
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*
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* Should be called whenever either the starting position or the rally point's position changes.
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*/
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void RecomputeRallyPointPath_wrapper(size_t index);
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/**
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* Recomputes the full path from this entity/the previous rally point to the next rally point, and does all the necessary
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* post-processing to make it prettier. This doesn't check if we have a valid position or if a rally point is set.
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*
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* You shouldn't need to call this method directly.
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*/
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void RecomputeRallyPointPath(size_t index, CmpPtr<ICmpPosition>& cmpPosition, CmpPtr<ICmpFootprint>& cmpFootprint, CmpPtr<ICmpPathfinder> cmpPathfinder);
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/**
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* Checks for changes to the SoD to the previously saved state, and reconstructs the visibility segments and overlay lines to
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* match if necessary. Does nothing if the rally point lines are not currently set to be displayed, or if no rally point is set.
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*/
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void UpdateOverlayLines();
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/**
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* Sets up all overlay lines for rendering according to the current full path and visibility segments. Splits the line into solid
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* and dashed pieces (for the SoD). Should be called whenever the SoD has changed. If no full path is currently set, this method
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* does nothing.
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*/
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void ConstructAllOverlayLines();
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/**
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* Sets up the overlay lines for rendering according to the full path and visibility segments at @p index. Splits the line into
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* solid and dashed pieces (for the SoD). Should be called whenever the SoD of the path at @p index has changed.
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*/
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void ConstructOverlayLines(size_t index);
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/**
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* Removes points from @p coords that are obstructed by the originating building's footprint, and links up the last point
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* nicely to the edge of the building's footprint. Only needed if the pathfinder can possibly return obstructed tile waypoints,
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* i.e. when pathfinding is started from an obstructed tile.
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*/
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void FixFootprintWaypoints(std::vector<CVector2D>& coords, CmpPtr<ICmpPosition> cmpPosition, CmpPtr<ICmpFootprint> cmpFootprint);
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/**
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* Get the point on the footprint edge that's as close from "start" as possible.
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*/
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void GetClosestsEdgePointFrom(CFixedVector2D& result, CFixedVector2D& start, CmpPtr<ICmpPosition> cmpPosition, CmpPtr<ICmpFootprint> cmpFootprint);
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/**
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* Returns a list of indices of waypoints in the current path (m_Path[index]) where the LOS visibility changes, ordered from
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* building/previous rally point to rally point. Used to construct the overlay line segments and track changes to the SoD.
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*/
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void GetVisibilitySegments(std::deque<SVisibilitySegment>& out, size_t index);
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/**
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* Simplifies the path by removing waypoints that lie between two points that are visible from one another. This is primarily
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* intended to reduce some unnecessary curviness of the path; the pathfinder returns a mathematically (near-)optimal path, which
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* will happily curve and bend to reduce costs. Visually, it doesn't make sense for a rally point path to curve and bend when it
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* could just as well have gone in a straight line; that's why we have this, to make it look more natural.
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*
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* @p coords array of path coordinates to simplify
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* @p maxSegmentLinks if non-zero, indicates the maximum amount of consecutive node-to-node links that can be joined into a
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* single link. If this value is set to e.g. 1, then no reductions will be performed. A value of 3 means that
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* at most 3 consecutive node links will be joined into a single link.
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* @p floating whether to consider nodes who are under the water level as floating on top of the water
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*/
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void ReduceSegmentsByVisibility(std::vector<CVector2D>& coords, unsigned maxSegmentLinks = 0, bool floating = true);
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/**
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* Helper function to GetVisibilitySegments, factored out for testing. Merges single-point segments with its neighbouring
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* segments. You should not have to call this method directly.
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*/
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static void MergeVisibilitySegments(std::deque<SVisibilitySegment>& segments);
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void RenderSubmit(SceneCollector& collector);
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};
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REGISTER_COMPONENT_TYPE(RallyPointRenderer)
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void CCmpRallyPointRenderer::Init(const CParamNode& paramNode)
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{
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m_Displayed = false;
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m_SmoothPath = true;
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m_LastOwner = INVALID_PLAYER;
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m_LastMarkerCount = 0;
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m_EnableDebugNodeOverlay = false;
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// ---------------------------------------------------------------------------------------------
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// load some XML configuration data (schema guarantees that all these nodes are valid)
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m_MarkerTemplate = paramNode.GetChild("MarkerTemplate").ToString();
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const CParamNode& lineColor = paramNode.GetChild("LineColor");
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m_LineColor = CColor(
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lineColor.GetChild("@r").ToInt()/255.f,
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lineColor.GetChild("@g").ToInt()/255.f,
|
|
lineColor.GetChild("@b").ToInt()/255.f,
|
|
1.f
|
|
);
|
|
|
|
const CParamNode& lineDashColor = paramNode.GetChild("LineDashColor");
|
|
m_LineDashColor = CColor(
|
|
lineDashColor.GetChild("@r").ToInt()/255.f,
|
|
lineDashColor.GetChild("@g").ToInt()/255.f,
|
|
lineDashColor.GetChild("@b").ToInt()/255.f,
|
|
1.f
|
|
);
|
|
|
|
m_LineThickness = paramNode.GetChild("LineThickness").ToFixed().ToFloat();
|
|
m_LineTexturePath = paramNode.GetChild("LineTexture").ToString();
|
|
m_LineTextureMaskPath = paramNode.GetChild("LineTextureMask").ToString();
|
|
m_LineStartCapType = SOverlayTexturedLine::StrToLineCapType(paramNode.GetChild("LineStartCap").ToString());
|
|
m_LineEndCapType = SOverlayTexturedLine::StrToLineCapType(paramNode.GetChild("LineEndCap").ToString());
|
|
m_LinePassabilityClass = paramNode.GetChild("LinePassabilityClass").ToUTF8();
|
|
|
|
// ---------------------------------------------------------------------------------------------
|
|
// load some textures
|
|
|
|
if (CRenderer::IsInitialised())
|
|
{
|
|
CTextureProperties texturePropsBase(m_LineTexturePath);
|
|
texturePropsBase.SetWrap(GL_CLAMP_TO_BORDER, GL_CLAMP_TO_EDGE);
|
|
texturePropsBase.SetMaxAnisotropy(4.f);
|
|
m_Texture = g_Renderer.GetTextureManager().CreateTexture(texturePropsBase);
|
|
|
|
CTextureProperties texturePropsMask(m_LineTextureMaskPath);
|
|
texturePropsMask.SetWrap(GL_CLAMP_TO_BORDER, GL_CLAMP_TO_EDGE);
|
|
texturePropsMask.SetMaxAnisotropy(4.f);
|
|
m_TextureMask = g_Renderer.GetTextureManager().CreateTexture(texturePropsMask);
|
|
}
|
|
}
|
|
|
|
void CCmpRallyPointRenderer::UpdateMarkers()
|
|
{
|
|
player_id_t previousOwner = m_LastOwner;
|
|
for (size_t i = 0; i < m_RallyPoints.size(); ++i)
|
|
{
|
|
if (i >= m_MarkerEntityIds.size())
|
|
m_MarkerEntityIds.push_back(INVALID_ENTITY);
|
|
|
|
if (m_MarkerEntityIds[i] == INVALID_ENTITY)
|
|
{
|
|
// no marker exists yet, create one first
|
|
CComponentManager& componentMgr = GetSimContext().GetComponentManager();
|
|
|
|
// allocate a new entity for the marker
|
|
if (!m_MarkerTemplate.empty())
|
|
{
|
|
m_MarkerEntityIds[i] = componentMgr.AllocateNewLocalEntity();
|
|
if (m_MarkerEntityIds[i] != INVALID_ENTITY)
|
|
m_MarkerEntityIds[i] = componentMgr.AddEntity(m_MarkerTemplate, m_MarkerEntityIds[i]);
|
|
}
|
|
}
|
|
|
|
// the marker entity should be valid at this point, otherwise something went wrong trying to allocate it
|
|
if (m_MarkerEntityIds[i] == INVALID_ENTITY)
|
|
LOGERROR("Failed to create rally point marker entity");
|
|
|
|
CmpPtr<ICmpPosition> markerCmpPosition(GetSimContext(), m_MarkerEntityIds[i]);
|
|
if (markerCmpPosition)
|
|
{
|
|
if (m_Displayed && IsSet())
|
|
{
|
|
markerCmpPosition->JumpTo(m_RallyPoints[i].X, m_RallyPoints[i].Y);
|
|
}
|
|
else
|
|
{
|
|
markerCmpPosition->MoveOutOfWorld(); // hide it
|
|
}
|
|
}
|
|
|
|
// set rally point flag selection based on player civilization
|
|
CmpPtr<ICmpOwnership> cmpOwnership(GetEntityHandle());
|
|
if (!cmpOwnership)
|
|
continue;
|
|
|
|
player_id_t ownerId = cmpOwnership->GetOwner();
|
|
if (ownerId == INVALID_PLAYER || (ownerId == previousOwner && m_LastMarkerCount >= i))
|
|
continue;
|
|
|
|
m_LastOwner = ownerId;
|
|
CmpPtr<ICmpPlayerManager> cmpPlayerManager(GetSystemEntity());
|
|
// cmpPlayerManager should not be null as long as this method is called on-demand instead of at Init() time
|
|
// (we can't rely on component initialization order in Init())
|
|
if (!cmpPlayerManager)
|
|
continue;
|
|
|
|
CmpPtr<ICmpPlayer> cmpPlayer(GetSimContext(), cmpPlayerManager->GetPlayerByID(ownerId));
|
|
if (!cmpPlayer)
|
|
continue;
|
|
|
|
CmpPtr<ICmpVisual> cmpVisualActor(GetSimContext(), m_MarkerEntityIds[i]);
|
|
if (cmpVisualActor)
|
|
cmpVisualActor->SetUnitEntitySelection(CStrW(cmpPlayer->GetCiv()).ToUTF8());
|
|
}
|
|
m_LastMarkerCount = m_RallyPoints.size() - 1;
|
|
}
|
|
|
|
void CCmpRallyPointRenderer::RecomputeAllRallyPointPaths()
|
|
{
|
|
m_Path.clear();
|
|
m_VisibilitySegments.clear();
|
|
m_TexturedOverlayLines.clear();
|
|
|
|
//// <DEBUG> ///////////////////////////////////////////////
|
|
if (m_EnableDebugNodeOverlay)
|
|
m_DebugNodeOverlays.clear();
|
|
//// </DEBUG> //////////////////////////////////////////////
|
|
|
|
if (!IsSet())
|
|
return; // no use computing a path if the rally point isn't set
|
|
|
|
CmpPtr<ICmpPosition> cmpPosition(GetEntityHandle());
|
|
if (!cmpPosition || !cmpPosition->IsInWorld())
|
|
return; // no point going on if this entity doesn't have a position or is outside of the world
|
|
|
|
CmpPtr<ICmpFootprint> cmpFootprint(GetEntityHandle());
|
|
CmpPtr<ICmpPathfinder> cmpPathfinder(GetSystemEntity());
|
|
|
|
for (size_t i = 0; i < m_RallyPoints.size(); ++i)
|
|
{
|
|
RecomputeRallyPointPath(i, cmpPosition, cmpFootprint, cmpPathfinder);
|
|
}
|
|
}
|
|
|
|
void CCmpRallyPointRenderer::RecomputeRallyPointPath_wrapper(size_t index)
|
|
{
|
|
if (!IsSet())
|
|
return; // no use computing a path if the rally point isn't set
|
|
|
|
CmpPtr<ICmpPosition> cmpPosition(GetEntityHandle());
|
|
if (!cmpPosition || !cmpPosition->IsInWorld())
|
|
return; // no point going on if this entity doesn't have a position or is outside of the world
|
|
|
|
CmpPtr<ICmpFootprint> cmpFootprint(GetEntityHandle());
|
|
CmpPtr<ICmpPathfinder> cmpPathfinder(GetSystemEntity());
|
|
|
|
RecomputeRallyPointPath(index, cmpPosition, cmpFootprint, cmpPathfinder);
|
|
}
|
|
|
|
void CCmpRallyPointRenderer::RecomputeRallyPointPath(size_t index, CmpPtr<ICmpPosition>& cmpPosition, CmpPtr<ICmpFootprint>& cmpFootprint, CmpPtr<ICmpPathfinder> cmpPathfinder)
|
|
{
|
|
while (index >= m_Path.size())
|
|
{
|
|
std::vector<CVector2D> tmp;
|
|
m_Path.push_back(tmp);
|
|
}
|
|
m_Path[index].clear();
|
|
|
|
while (index >= m_VisibilitySegments.size())
|
|
{
|
|
std::deque<SVisibilitySegment> tmp;
|
|
m_VisibilitySegments.push_back(tmp);
|
|
}
|
|
m_VisibilitySegments[index].clear();
|
|
|
|
// Find a long path to the goal point -- this uses the tile-based pathfinder, which will return a
|
|
// list of waypoints (i.e. a Path) from the goal to the foundation/previous rally point, where each
|
|
// waypoint is centered at a tile. We'll have to do some post-processing on the path to get it smooth.
|
|
Path path;
|
|
std::vector<Waypoint>& waypoints = path.m_Waypoints;
|
|
|
|
CFixedVector2D start(cmpPosition->GetPosition2D());
|
|
Goal goal = { Goal::POINT, m_RallyPoints[index].X, m_RallyPoints[index].Y };
|
|
|
|
if (index == 0)
|
|
GetClosestsEdgePointFrom(start,m_RallyPoints[index], cmpPosition, cmpFootprint);
|
|
else
|
|
{
|
|
start.X = m_RallyPoints[index-1].X;
|
|
start.Y = m_RallyPoints[index-1].Y;
|
|
}
|
|
cmpPathfinder->ComputePath(start.X, start.Y, goal, cmpPathfinder->GetPassabilityClass(m_LinePassabilityClass), path);
|
|
|
|
// Check if we got a path back; if not we probably have two markers less than one tile apart.
|
|
if (path.m_Waypoints.size() < 2)
|
|
{
|
|
m_Path[index].emplace_back(start.X.ToFloat(), start.Y.ToFloat());
|
|
m_Path[index].emplace_back(m_RallyPoints[index].X.ToFloat(), m_RallyPoints[index].Y.ToFloat());
|
|
return;
|
|
}
|
|
else if (index == 0)
|
|
{
|
|
// sometimes this ends up not being optimal if you asked for a long path, so improve.
|
|
CFixedVector2D newend(waypoints[waypoints.size()-2].x,waypoints[waypoints.size()-2].z);
|
|
GetClosestsEdgePointFrom(newend,newend, cmpPosition, cmpFootprint);
|
|
waypoints.back().x = newend.X;
|
|
waypoints.back().z = newend.Y;
|
|
}
|
|
else
|
|
{
|
|
// make sure we actually start at the rallypoint because the pathfinder moves us to a usable tile.
|
|
waypoints.back().x = m_RallyPoints[index-1].X;
|
|
waypoints.back().z = m_RallyPoints[index-1].Y;
|
|
}
|
|
|
|
// pathfinder makes us go to the nearest passable cell which isn't always what we want
|
|
waypoints[0].x = m_RallyPoints[index].X;
|
|
waypoints[0].z = m_RallyPoints[index].Y;
|
|
|
|
// From here on, we choose to represent the waypoints as CVector2D floats to avoid to have to convert back and forth
|
|
// between fixed-point Waypoint/CFixedVector2D and various other float-based formats used by interpolation and whatnot.
|
|
// Since we'll only be further using these points for rendering purposes, using floats should be fine.
|
|
|
|
for (Waypoint& waypoint : waypoints)
|
|
m_Path[index].emplace_back(waypoint.x.ToFloat(), waypoint.z.ToFloat());
|
|
|
|
// add the start position
|
|
// m_Path[index].emplace_back(m_RallyPoints[index].X.ToFloat(), m_RallyPoints[index].Y.ToFloat());
|
|
|
|
// Post-processing
|
|
|
|
// Linearize the path;
|
|
// Pass through the waypoints, averaging each waypoint with its next one except the last one. Because the path
|
|
// goes from the marker to this entity/the previous flag and we want to keep the point at the marker's exact position,
|
|
// loop backwards through the waypoints so that the marker waypoint is maintained.
|
|
// TODO: see if we can do this at the same time as the waypoint -> coord conversion above
|
|
for(size_t i = m_Path[index].size() - 2; i > 0; --i)
|
|
m_Path[index][i] = (m_Path[index][i] + m_Path[index][i-1]) / 2.0f;
|
|
|
|
// if there's a footprint and this path starts from this entity, remove any points returned by the pathfinder that may be on obstructed footprint tiles
|
|
//if (index == 0 && cmpFootprint)
|
|
// FixFootprintWaypoints(m_Path[index], cmpPosition, cmpFootprint);
|
|
|
|
// Eliminate some consecutive waypoints that are visible from eachother. Reduce across a maximum distance of approx. 6 tiles
|
|
// (prevents segments that are too long to properly stick to the terrain)
|
|
ReduceSegmentsByVisibility(m_Path[index], 6);
|
|
|
|
// Debug overlays
|
|
if (m_EnableDebugNodeOverlay)
|
|
{
|
|
while (index >= m_DebugNodeOverlays.size())
|
|
m_DebugNodeOverlays.emplace_back();
|
|
|
|
m_DebugNodeOverlays[index].clear();
|
|
}
|
|
if (m_EnableDebugNodeOverlay && m_SmoothPath)
|
|
{
|
|
// Create separate control point overlays so we can differentiate when using smoothing (offset them a little higher from the
|
|
// terrain so we can still see them after the interpolated points are added)
|
|
for (CVector2D& point : m_Path[index])
|
|
{
|
|
SOverlayLine overlayLine;
|
|
overlayLine.m_Color = CColor(1.0f, 0.0f, 0.0f, 1.0f);
|
|
overlayLine.m_Thickness = 2;
|
|
SimRender::ConstructSquareOnGround(GetSimContext(), point.X, point.Y, 0.2f, 0.2f, 1.0f, overlayLine, true);
|
|
m_DebugNodeOverlays[index].push_back(overlayLine);
|
|
}
|
|
}
|
|
|
|
if (m_SmoothPath)
|
|
// The number of points to interpolate goes hand in hand with the maximum amount of node links allowed to be joined together
|
|
// by the visibility reduction. The more node links that can be joined together, the more interpolated points you need to
|
|
// generate to be able to deal with local terrain height changes.
|
|
SimRender::InterpolatePointsRNS(m_Path[index], false, 0, 4); // no offset, keep line at its exact path
|
|
|
|
// find which point is the last visible point before going into the SoD, so we have a point to compare to on the next turn
|
|
GetVisibilitySegments(m_VisibilitySegments[index], index);
|
|
|
|
// build overlay lines for the new path
|
|
ConstructOverlayLines(index);
|
|
}
|
|
|
|
void CCmpRallyPointRenderer::ConstructAllOverlayLines()
|
|
{
|
|
m_TexturedOverlayLines.clear();
|
|
|
|
for (size_t i = 0; i < m_Path.size(); ++i)
|
|
ConstructOverlayLines(i);
|
|
}
|
|
|
|
void CCmpRallyPointRenderer::ConstructOverlayLines(size_t index)
|
|
{
|
|
// We need to create a new SOverlayTexturedLine every time we want to change the coordinates after having passed it to the
|
|
// renderer, because it does some fancy vertex buffering thing and caches them internally instead of recomputing them on every
|
|
// pass (which is only sensible).
|
|
while (index >= m_TexturedOverlayLines.size())
|
|
{
|
|
std::vector<SOverlayTexturedLine> tmp;
|
|
m_TexturedOverlayLines.push_back(tmp);
|
|
}
|
|
m_TexturedOverlayLines[index].clear();
|
|
|
|
if (m_Path[index].size() < 2)
|
|
return;
|
|
|
|
CmpPtr<ICmpTerrain> cmpTerrain(GetSystemEntity());
|
|
LineCapType dashesLineCapType = SOverlayTexturedLine::LINECAP_ROUND; // line caps to use for the dashed segments (and any other segment's edges that border it)
|
|
|
|
for (std::deque<SVisibilitySegment>::const_iterator it = m_VisibilitySegments[index].begin(); it != m_VisibilitySegments[index].end(); ++it)
|
|
{
|
|
const SVisibilitySegment& segment = (*it);
|
|
|
|
if (segment.m_Visible)
|
|
{
|
|
// does this segment border on the building or rally point flag on either side?
|
|
bool bordersBuilding = (segment.m_EndIndex == m_Path[index].size() - 1);
|
|
bool bordersFlag = (segment.m_StartIndex == 0);
|
|
|
|
// construct solid textured overlay line along a subset of the full path points from startPointIdx to endPointIdx
|
|
SOverlayTexturedLine overlayLine;
|
|
overlayLine.m_Thickness = m_LineThickness;
|
|
overlayLine.m_SimContext = &GetSimContext();
|
|
overlayLine.m_TextureBase = m_Texture;
|
|
overlayLine.m_TextureMask = m_TextureMask;
|
|
overlayLine.m_Color = m_LineColor;
|
|
overlayLine.m_Closed = false;
|
|
// we should take care to only use m_LineXCap for the actual end points at the building and the rally point; any intermediate
|
|
// end points (i.e., that border a dashed segment) should have the dashed cap
|
|
// the path line is actually in reverse order as well, so let's swap out the start and end caps
|
|
overlayLine.m_StartCapType = (bordersFlag ? m_LineEndCapType : dashesLineCapType);
|
|
overlayLine.m_EndCapType = (bordersBuilding ? m_LineStartCapType : dashesLineCapType);
|
|
overlayLine.m_AlwaysVisible = true;
|
|
|
|
// push overlay line coordinates
|
|
ENSURE(segment.m_EndIndex > segment.m_StartIndex);
|
|
for (size_t j = segment.m_StartIndex; j <= segment.m_EndIndex; ++j) // end index is inclusive here
|
|
{
|
|
overlayLine.m_Coords.push_back(m_Path[index][j].X);
|
|
overlayLine.m_Coords.push_back(m_Path[index][j].Y);
|
|
}
|
|
|
|
m_TexturedOverlayLines[index].push_back(overlayLine);
|
|
}
|
|
else
|
|
{
|
|
// construct dashed line from startPointIdx to endPointIdx; add textured overlay lines for it to the render list
|
|
std::vector<CVector2D> straightLine;
|
|
straightLine.push_back(m_Path[index][segment.m_StartIndex]);
|
|
straightLine.push_back(m_Path[index][segment.m_EndIndex]);
|
|
|
|
// We always want to the dashed line to end at either point with a full dash (i.e. not a cleared space), so that the dashed
|
|
// area is visually obvious. This requires some calculations to see what size we should make the dashes and clears for them
|
|
// to fit exactly.
|
|
|
|
float maxDashSize = 3.f;
|
|
float maxClearSize = 3.f;
|
|
|
|
float dashSize = maxDashSize;
|
|
float clearSize = maxClearSize;
|
|
float pairDashRatio = (dashSize / (dashSize + clearSize)); // ratio of the dash's length to a (dash + clear) pair's length
|
|
|
|
float distance = (m_Path[index][segment.m_StartIndex] - m_Path[index][segment.m_EndIndex]).Length(); // straight-line distance between the points
|
|
|
|
// See how many pairs (dash + clear) of unmodified size can fit into the distance. Then check the remaining distance; if it's not exactly
|
|
// a dash size's worth (which it probably won't be), then adjust the dash/clear sizes slightly so that it is.
|
|
int numFitUnmodified = floor(distance/(dashSize + clearSize));
|
|
float remainderDistance = distance - (numFitUnmodified * (dashSize + clearSize));
|
|
|
|
// Now we want to make remainderDistance equal exactly one dash size (i.e. maxDashSize) by scaling dashSize and clearSize slightly.
|
|
// We have (remainderDistance - maxDashSize) of space to distribute over numFitUnmodified instances of (dashSize + clearSize) to make
|
|
// it fit, so each (dashSize + clearSize) pair needs to adjust its length by (remainderDistance - maxDashSize)/numFitUnmodified
|
|
// (which will be positive or negative accordingly). This number can then be distributed further proportionally among the dash's
|
|
// length and the clear's length.
|
|
|
|
// we always want to have at least one dash/clear pair (i.e., "|===| |===|"); also, we need to avoid division by zero below.
|
|
numFitUnmodified = std::max(1, numFitUnmodified);
|
|
|
|
float pairwiseLengthDifference = (remainderDistance - maxDashSize)/numFitUnmodified; // can be either positive or negative
|
|
dashSize += pairDashRatio * pairwiseLengthDifference;
|
|
clearSize += (1 - pairDashRatio) * pairwiseLengthDifference;
|
|
|
|
// ------------------------------------------------------------------------------------------------
|
|
|
|
SDashedLine dashedLine;
|
|
SimRender::ConstructDashedLine(straightLine, dashedLine, dashSize, clearSize);
|
|
|
|
// build overlay lines for dashes
|
|
size_t numDashes = dashedLine.m_StartIndices.size();
|
|
for (size_t i=0; i < numDashes; i++)
|
|
{
|
|
SOverlayTexturedLine dashOverlay;
|
|
|
|
dashOverlay.m_Thickness = m_LineThickness;
|
|
dashOverlay.m_SimContext = &GetSimContext();
|
|
dashOverlay.m_TextureBase = m_Texture;
|
|
dashOverlay.m_TextureMask = m_TextureMask;
|
|
dashOverlay.m_Color = m_LineDashColor;
|
|
dashOverlay.m_Closed = false;
|
|
dashOverlay.m_StartCapType = dashesLineCapType;
|
|
dashOverlay.m_EndCapType = dashesLineCapType;
|
|
dashOverlay.m_AlwaysVisible = true;
|
|
// TODO: maybe adjust the elevation of the dashes to be a little lower, so that it slides underneath the actual path
|
|
|
|
size_t dashStartIndex = dashedLine.m_StartIndices[i];
|
|
size_t dashEndIndex = dashedLine.GetEndIndex(i);
|
|
ENSURE(dashEndIndex > dashStartIndex);
|
|
|
|
for (size_t n = dashStartIndex; n < dashEndIndex; n++)
|
|
{
|
|
dashOverlay.m_Coords.push_back(dashedLine.m_Points[n].X);
|
|
dashOverlay.m_Coords.push_back(dashedLine.m_Points[n].Y);
|
|
}
|
|
|
|
m_TexturedOverlayLines[index].push_back(dashOverlay);
|
|
}
|
|
|
|
}
|
|
}
|
|
|
|
//// <DEBUG> //////////////////////////////////////////////
|
|
if (m_EnableDebugNodeOverlay)
|
|
{
|
|
while (index >= m_DebugNodeOverlays.size())
|
|
{
|
|
std::vector<SOverlayLine> tmp;
|
|
m_DebugNodeOverlays.push_back(tmp);
|
|
}
|
|
for (size_t j = 0; j < m_Path[index].size(); ++j)
|
|
{
|
|
SOverlayLine overlayLine;
|
|
overlayLine.m_Color = CColor(1.0f, 1.0f, 1.0f, 1.0f);
|
|
overlayLine.m_Thickness = 1;
|
|
SimRender::ConstructCircleOnGround(GetSimContext(), m_Path[index][j].X, m_Path[index][j].Y, 0.075f, overlayLine, true);
|
|
m_DebugNodeOverlays[index].push_back(overlayLine);
|
|
}
|
|
}
|
|
//// </DEBUG> //////////////////////////////////////////////
|
|
}
|
|
|
|
void CCmpRallyPointRenderer::UpdateOverlayLines()
|
|
{
|
|
// We should only do this if the rally point is currently being displayed and set inside the world, otherwise it's a massive
|
|
// waste of time to calculate all this stuff (this method is called every turn)
|
|
if (!m_Displayed || !IsSet())
|
|
return;
|
|
|
|
// see if there have been any changes to the SoD by grabbing the visibility edge points and comparing them to the previous ones
|
|
std::deque<std::deque<SVisibilitySegment> > newVisibilitySegments;
|
|
for (size_t i = 0; i < m_Path.size(); ++i)
|
|
{
|
|
std::deque<SVisibilitySegment> tmp;
|
|
newVisibilitySegments.push_back(tmp);
|
|
GetVisibilitySegments(newVisibilitySegments[i], i);
|
|
}
|
|
|
|
// Check if the full path changed, then reconstruct all overlay lines, otherwise check if a segment changed and update that.
|
|
if (m_VisibilitySegments.size() != newVisibilitySegments.size())
|
|
{
|
|
m_VisibilitySegments = newVisibilitySegments; // save the new visibility segments to compare against next time
|
|
ConstructAllOverlayLines();
|
|
}
|
|
else
|
|
{
|
|
for (size_t i = 0; i < m_VisibilitySegments.size(); ++i)
|
|
{
|
|
if (m_VisibilitySegments[i] != newVisibilitySegments[i])
|
|
{
|
|
// The visibility segments have changed, reconstruct the overlay lines to match. NOTE: The path itself doesn't
|
|
// change, only the overlay lines we construct from it.
|
|
m_VisibilitySegments[i] = newVisibilitySegments[i]; // save the new visibility segments to compare against next time
|
|
ConstructOverlayLines(i);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
void CCmpRallyPointRenderer::GetClosestsEdgePointFrom(CFixedVector2D& result, CFixedVector2D& start, CmpPtr<ICmpPosition> cmpPosition, CmpPtr<ICmpFootprint> cmpFootprint)
|
|
{
|
|
ENSURE(cmpPosition);
|
|
ENSURE(cmpFootprint);
|
|
|
|
// grab the shape and dimensions of the footprint
|
|
entity_pos_t footprintSize0, footprintSize1, footprintHeight;
|
|
ICmpFootprint::EShape footprintShape;
|
|
cmpFootprint->GetShape(footprintShape, footprintSize0, footprintSize1, footprintHeight);
|
|
|
|
// grab the center of the footprint
|
|
CFixedVector2D center = cmpPosition->GetPosition2D();
|
|
|
|
switch (footprintShape)
|
|
{
|
|
case ICmpFootprint::SQUARE:
|
|
{
|
|
// in this case, footprintSize0 and 1 indicate the size along the X and Z axes, respectively.
|
|
|
|
// the building's footprint could be rotated any which way, so let's get the rotation around the Y axis
|
|
// and the rotated unit vectors in the X/Z plane of the shape's footprint
|
|
// (the Footprint itself holds only the outline, the Position holds the orientation)
|
|
|
|
fixed s, c; // sine and cosine of the Y axis rotation angle (aka the yaw)
|
|
fixed a = cmpPosition->GetRotation().Y;
|
|
sincos_approx(a, s, c);
|
|
CFixedVector2D u(c, -s); // unit vector along the rotated X axis
|
|
CFixedVector2D v(s, c); // unit vector along the rotated Z axis
|
|
CFixedVector2D halfSize(footprintSize0/2, footprintSize1/2);
|
|
|
|
CFixedVector2D footprintEdgePoint = Geometry::NearestPointOnSquare(start - center, u, v, halfSize);
|
|
result = center + footprintEdgePoint;
|
|
break;
|
|
}
|
|
case ICmpFootprint::CIRCLE:
|
|
{
|
|
// in this case, both footprintSize0 and 1 indicate the circle's radius
|
|
// Transform target to the point nearest on the edge.
|
|
CFixedVector2D centerVec2D(center.X, center.Y);
|
|
CFixedVector2D centerToLast(start - centerVec2D);
|
|
centerToLast.Normalize();
|
|
result = centerVec2D + (centerToLast.Multiply(footprintSize0));
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
|
|
void CCmpRallyPointRenderer::FixFootprintWaypoints(std::vector<CVector2D>& coords, CmpPtr<ICmpPosition> cmpPosition, CmpPtr<ICmpFootprint> cmpFootprint)
|
|
{
|
|
ENSURE(cmpPosition);
|
|
ENSURE(cmpFootprint);
|
|
|
|
// -----------------------------------------------------------------------------------------------------
|
|
// TODO: nasty fixed/float conversions everywhere
|
|
|
|
// grab the shape and dimensions of the footprint
|
|
entity_pos_t footprintSize0, footprintSize1, footprintHeight;
|
|
ICmpFootprint::EShape footprintShape;
|
|
cmpFootprint->GetShape(footprintShape, footprintSize0, footprintSize1, footprintHeight);
|
|
|
|
// grab the center of the footprint
|
|
CFixedVector2D center = cmpPosition->GetPosition2D();
|
|
|
|
// -----------------------------------------------------------------------------------------------------
|
|
|
|
switch (footprintShape)
|
|
{
|
|
case ICmpFootprint::SQUARE:
|
|
{
|
|
// in this case, footprintSize0 and 1 indicate the size along the X and Z axes, respectively.
|
|
|
|
// the building's footprint could be rotated any which way, so let's get the rotation around the Y axis
|
|
// and the rotated unit vectors in the X/Z plane of the shape's footprint
|
|
// (the Footprint itself holds only the outline, the Position holds the orientation)
|
|
|
|
fixed s, c; // sine and cosine of the Y axis rotation angle (aka the yaw)
|
|
fixed a = cmpPosition->GetRotation().Y;
|
|
sincos_approx(a, s, c);
|
|
CFixedVector2D u(c, -s); // unit vector along the rotated X axis
|
|
CFixedVector2D v(s, c); // unit vector along the rotated Z axis
|
|
CFixedVector2D halfSize(footprintSize0/2, footprintSize1/2);
|
|
|
|
// starting from the start position, check if any points are within the footprint of the building
|
|
// (this is possible if the pathfinder was started from a point located within the footprint)
|
|
for(int i = (int)(coords.size() - 1); i >= 0; i--)
|
|
{
|
|
const CVector2D& wp = coords[i];
|
|
if (Geometry::PointIsInSquare(CFixedVector2D(fixed::FromFloat(wp.X), fixed::FromFloat(wp.Y)) - center, u, v, halfSize))
|
|
{
|
|
coords.erase(coords.begin() + i);
|
|
}
|
|
else
|
|
{
|
|
break; // point no longer inside footprint, from this point on neither will any of the following be
|
|
}
|
|
}
|
|
|
|
// add a point right on the edge of the footprint (nearest to the last waypoint) so that it links up nicely with the rest of the path
|
|
CFixedVector2D lastWaypoint(fixed::FromFloat(coords.back().X), fixed::FromFloat(coords.back().Y));
|
|
CFixedVector2D footprintEdgePoint = Geometry::NearestPointOnSquare(lastWaypoint - center, u, v, halfSize); // relative to the shape origin (center)
|
|
CVector2D footprintEdge((center.X + footprintEdgePoint.X).ToFloat(), (center.Y + footprintEdgePoint.Y).ToFloat());
|
|
coords.push_back(footprintEdge);
|
|
|
|
}
|
|
break;
|
|
case ICmpFootprint::CIRCLE:
|
|
{
|
|
// in this case, both footprintSize0 and 1 indicate the circle's radius
|
|
|
|
for(int i = (int)(coords.size() - 1); i >= 0; i--)
|
|
{
|
|
const CVector2D& wp = coords[i];
|
|
fixed pointDistance = (CFixedVector2D(fixed::FromFloat(wp.X), fixed::FromFloat(wp.Y)) - center).Length();
|
|
if (pointDistance <= footprintSize0)
|
|
{
|
|
coords.erase(coords.begin() + i);
|
|
}
|
|
else
|
|
{
|
|
break; // point no longer inside footprint, from this point on neither will any of the following be
|
|
}
|
|
}
|
|
|
|
// add a point right on the edge of the footprint so that it links up nicely with the rest of the path
|
|
CVector2D centerVec2D(center.X.ToFloat(), center.Y.ToFloat());
|
|
CVector2D centerToLast(coords.back() - centerVec2D);
|
|
coords.push_back(centerVec2D + (centerToLast.Normalized() * footprintSize0.ToFloat()));
|
|
}
|
|
break;
|
|
}
|
|
}
|
|
|
|
void CCmpRallyPointRenderer::ReduceSegmentsByVisibility(std::vector<CVector2D>& coords, unsigned maxSegmentLinks, bool floating)
|
|
{
|
|
CmpPtr<ICmpPathfinder> cmpPathFinder(GetSystemEntity());
|
|
CmpPtr<ICmpTerrain> cmpTerrain(GetSystemEntity());
|
|
CmpPtr<ICmpWaterManager> cmpWaterManager(GetSystemEntity());
|
|
ENSURE(cmpPathFinder && cmpTerrain && cmpWaterManager);
|
|
|
|
if (coords.size() < 3)
|
|
return;
|
|
|
|
// The basic idea is this: starting from a base node, keep checking each individual point along the path to see if there's a visible
|
|
// line between it and the base point. If so, keep going, otherwise, make the last visible point the new base node and start the same
|
|
// process from there on until the entire line is checked. The output is the array of base nodes.
|
|
|
|
std::vector<CVector2D> newCoords;
|
|
StationaryOnlyObstructionFilter obstructionFilter;
|
|
entity_pos_t lineRadius = fixed::FromFloat(m_LineThickness);
|
|
pass_class_t passabilityClass = cmpPathFinder->GetPassabilityClass(m_LinePassabilityClass);
|
|
|
|
newCoords.push_back(coords[0]); // save the first base node
|
|
|
|
size_t baseNodeIdx = 0;
|
|
size_t curNodeIdx = 1;
|
|
|
|
float baseNodeY;
|
|
entity_pos_t baseNodeX;
|
|
entity_pos_t baseNodeZ;
|
|
|
|
// set initial base node coords
|
|
baseNodeX = fixed::FromFloat(coords[baseNodeIdx].X);
|
|
baseNodeZ = fixed::FromFloat(coords[baseNodeIdx].Y);
|
|
baseNodeY = cmpTerrain->GetExactGroundLevel(coords[baseNodeIdx].X, coords[baseNodeIdx].Y);
|
|
if (floating)
|
|
baseNodeY = std::max(baseNodeY, cmpWaterManager->GetExactWaterLevel(coords[baseNodeIdx].X, coords[baseNodeIdx].Y));
|
|
|
|
while (curNodeIdx < coords.size())
|
|
{
|
|
ENSURE(curNodeIdx > baseNodeIdx); // this needs to be true at all times, otherwise we're checking visibility between a point and itself
|
|
|
|
entity_pos_t curNodeX = fixed::FromFloat(coords[curNodeIdx].X);
|
|
entity_pos_t curNodeZ = fixed::FromFloat(coords[curNodeIdx].Y);
|
|
float curNodeY = cmpTerrain->GetExactGroundLevel(coords[curNodeIdx].X, coords[curNodeIdx].Y);
|
|
if (floating)
|
|
curNodeY = std::max(curNodeY, cmpWaterManager->GetExactWaterLevel(coords[curNodeIdx].X, coords[curNodeIdx].Y));
|
|
|
|
// find out whether curNode is visible from baseNode (careful; this is in 2D only; terrain height differences are ignored!)
|
|
bool curNodeVisible = cmpPathFinder->CheckMovement(obstructionFilter, baseNodeX, baseNodeZ, curNodeX, curNodeZ, lineRadius, passabilityClass);
|
|
|
|
// since height differences are ignored by CheckMovement, let's call two points visible from one another only if they're at
|
|
// roughly the same terrain elevation
|
|
curNodeVisible = curNodeVisible && (fabsf(curNodeY - baseNodeY) < 3.f); // TODO: this could probably use some tuning
|
|
if (maxSegmentLinks > 0)
|
|
// max. amount of node-to-node links to be eliminated (unsigned subtraction is valid because curNodeIdx is always > baseNodeIdx)
|
|
curNodeVisible = curNodeVisible && ((curNodeIdx - baseNodeIdx) <= maxSegmentLinks);
|
|
|
|
if (!curNodeVisible)
|
|
{
|
|
// current node is not visible from the base node, so the previous one was the last visible point from baseNode and should
|
|
// hence become the new base node for further iterations.
|
|
|
|
// if curNodeIdx is adjacent to the current baseNode (which is possible due to steep height differences, e.g. hills), then
|
|
// we should take care not to stay stuck at the current base node
|
|
if (curNodeIdx > baseNodeIdx + 1)
|
|
{
|
|
baseNodeIdx = curNodeIdx - 1;
|
|
}
|
|
else
|
|
{
|
|
// curNodeIdx == baseNodeIdx + 1
|
|
baseNodeIdx = curNodeIdx;
|
|
curNodeIdx++; // move the next candidate node one forward so that we don't test a point against itself in the next iteration
|
|
}
|
|
|
|
newCoords.push_back(coords[baseNodeIdx]); // add new base node to output list
|
|
|
|
// update base node coordinates
|
|
baseNodeX = fixed::FromFloat(coords[baseNodeIdx].X);
|
|
baseNodeZ = fixed::FromFloat(coords[baseNodeIdx].Y);
|
|
baseNodeY = cmpTerrain->GetExactGroundLevel(coords[baseNodeIdx].X, coords[baseNodeIdx].Y);
|
|
if (floating)
|
|
baseNodeY = std::max(baseNodeY, cmpWaterManager->GetExactWaterLevel(coords[baseNodeIdx].X, coords[baseNodeIdx].Y));
|
|
}
|
|
|
|
curNodeIdx++;
|
|
}
|
|
|
|
// we always need to add the last point back to the array; if e.g. all the points up to the last one are all visible from the current
|
|
// base node, then the loop above just ends and no endpoint is ever added to the list.
|
|
ENSURE(curNodeIdx == coords.size());
|
|
newCoords.push_back(coords[coords.size() - 1]);
|
|
|
|
coords.swap(newCoords);
|
|
}
|
|
|
|
void CCmpRallyPointRenderer::GetVisibilitySegments(std::deque<SVisibilitySegment>& out, size_t index)
|
|
{
|
|
out.clear();
|
|
|
|
if (m_Path[index].size() < 2)
|
|
return;
|
|
|
|
CmpPtr<ICmpRangeManager> cmpRangeMgr(GetSystemEntity());
|
|
|
|
player_id_t currentPlayer = GetSimContext().GetCurrentDisplayedPlayer();
|
|
CLosQuerier losQuerier(cmpRangeMgr->GetLosQuerier(currentPlayer));
|
|
|
|
// go through the path node list, comparing each node's visibility with the previous one. If it changes, end the current segment and start
|
|
// a new one at the next point.
|
|
|
|
bool lastVisible = losQuerier.IsExplored(
|
|
(fixed::FromFloat(m_Path[index][0].X) / (int) TERRAIN_TILE_SIZE).ToInt_RoundToNearest(),
|
|
(fixed::FromFloat(m_Path[index][0].Y) / (int) TERRAIN_TILE_SIZE).ToInt_RoundToNearest()
|
|
);
|
|
size_t curSegmentStartIndex = 0; // starting node index of the current segment
|
|
|
|
for (size_t k = 1; k < m_Path[index].size(); ++k)
|
|
{
|
|
// grab tile indices for this coord
|
|
int i = (fixed::FromFloat(m_Path[index][k].X) / (int)TERRAIN_TILE_SIZE).ToInt_RoundToNearest();
|
|
int j = (fixed::FromFloat(m_Path[index][k].Y) / (int)TERRAIN_TILE_SIZE).ToInt_RoundToNearest();
|
|
|
|
bool nodeVisible = losQuerier.IsExplored(i, j);
|
|
if (nodeVisible != lastVisible)
|
|
{
|
|
// visibility changed; write out the segment that was just completed and get ready for the new one
|
|
out.push_back(SVisibilitySegment(lastVisible, curSegmentStartIndex, k - 1));
|
|
|
|
//curSegmentStartIndex = k; // new segment starts here
|
|
curSegmentStartIndex = k - 1;
|
|
lastVisible = nodeVisible;
|
|
}
|
|
|
|
}
|
|
|
|
// terminate the last segment
|
|
out.push_back(SVisibilitySegment(lastVisible, curSegmentStartIndex, m_Path[index].size() - 1));
|
|
|
|
MergeVisibilitySegments(out);
|
|
}
|
|
|
|
void CCmpRallyPointRenderer::MergeVisibilitySegments(std::deque<SVisibilitySegment>& segments)
|
|
{
|
|
// Scan for single-point segments; if they are inbetween two other segments, delete them and merge the surrounding segments.
|
|
// If they're at either end of the path, include them in their bordering segment (but only if those bordering segments aren't
|
|
// themselves single-point segments, because then we would want those to get absorbed by its surrounding ones first).
|
|
|
|
// first scan for absorptions of single-point surrounded segments (i.e. excluding edge segments)
|
|
size_t numSegments = segments.size();
|
|
|
|
// WARNING: FOR LOOP TRICKERY AHEAD!
|
|
for (size_t i = 1; i < numSegments - 1;)
|
|
{
|
|
SVisibilitySegment& segment = segments[i];
|
|
if (segment.IsSinglePoint())
|
|
{
|
|
// since the segments' visibility alternates, the surrounding ones should have the same visibility
|
|
ENSURE(segments[i-1].m_Visible == segments[i+1].m_Visible);
|
|
|
|
segments[i-1].m_EndIndex = segments[i+1].m_EndIndex; // make previous segment span all the way across to the next
|
|
segments.erase(segments.begin() + i); // erase this segment ...
|
|
segments.erase(segments.begin() + i); // and the next (we removed [i], so [i+1] is now at position [i])
|
|
numSegments -= 2; // we removed 2 segments, so update the loop condition
|
|
// in the next iteration, i should still point to the segment right after the one that got expanded, which is now
|
|
// at position i; so don't increment i here
|
|
}
|
|
else
|
|
{
|
|
++i;
|
|
}
|
|
}
|
|
|
|
ENSURE(numSegments == segments.size());
|
|
|
|
// check to see if the first segment needs to be merged with its neighbour
|
|
if (segments.size() >= 2 && segments[0].IsSinglePoint())
|
|
{
|
|
int firstSegmentStartIndex = segments.front().m_StartIndex;
|
|
ENSURE(firstSegmentStartIndex == 0);
|
|
ENSURE(!segments[1].IsSinglePoint()); // at this point, the second segment should never be a single-point segment
|
|
|
|
segments.erase(segments.begin());
|
|
segments.front().m_StartIndex = firstSegmentStartIndex;
|
|
}
|
|
|
|
// check to see if the last segment needs to be merged with its neighbour
|
|
if (segments.size() >= 2 && segments[segments.size()-1].IsSinglePoint())
|
|
{
|
|
int lastSegmentEndIndex = segments.back().m_EndIndex;
|
|
ENSURE(!segments[segments.size()-2].IsSinglePoint()); // at this point, the second-to-last segment should never be a single-point segment
|
|
|
|
segments.erase(segments.end());
|
|
segments.back().m_EndIndex = lastSegmentEndIndex;
|
|
}
|
|
|
|
// --------------------------------------------------------------------------------------------------------
|
|
// at this point, every segment should have at least 2 points
|
|
for (size_t i = 0; i < segments.size(); ++i)
|
|
{
|
|
ENSURE(!segments[i].IsSinglePoint());
|
|
ENSURE(segments[i].m_EndIndex > segments[i].m_StartIndex);
|
|
}
|
|
}
|
|
|
|
void CCmpRallyPointRenderer::RenderSubmit(SceneCollector& collector)
|
|
{
|
|
// we only get here if the rally point is set and should be displayed
|
|
for (size_t i = 0; i < m_TexturedOverlayLines.size(); ++i)
|
|
{
|
|
for (size_t j = 0; j < m_TexturedOverlayLines[i].size(); ++j)
|
|
{
|
|
if (!m_TexturedOverlayLines[i][j].m_Coords.empty())
|
|
collector.Submit(&m_TexturedOverlayLines[i][j]);
|
|
}
|
|
}
|
|
|
|
if (m_EnableDebugNodeOverlay && !m_DebugNodeOverlays.empty())
|
|
{
|
|
for (size_t i = 0; i < m_DebugNodeOverlays.size(); ++i)
|
|
for (size_t j = 0; j < m_DebugNodeOverlays[i].size(); ++j)
|
|
collector.Submit(&m_DebugNodeOverlays[i][j]);
|
|
}
|
|
}
|