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Instead of each CCmpVisualActor rendering itself individually, collect all the units in a single CCmpUnitRenderer. This avoids the overhead of doing Interpolate/RenderSubmit calls every frame for every object in the world. It also allows more efficient culling. CCmpUnitRenderer knows the positions of each object at the start and end of each turn, and computes the bounding sphere of the object along that path. That allows quick culling without recomputing the precise interpolated transform every frame. (In the future it could be improved much more.) Clarify and clean up the sending of PositionChanged messages, and add new InterpolatedPositionChanged. Remove the forceFloating parameter from GetInterpolatedTransform, since it doesn't fit the new design. Replace it with a (non-synchronised) flag in CCmpPosition. Move construction progress from CCmpVisualActor to CCmpPosition, so that it consistently affects all position/transform computation. Refs #2337. This was SVN commit r15265.
140 lines
6.1 KiB
C++
140 lines
6.1 KiB
C++
/* Copyright (C) 2011 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 "simulation2/system/ComponentTest.h"
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#include "simulation2/components/ICmpRangeManager.h"
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#include "simulation2/components/ICmpPosition.h"
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#include "simulation2/components/ICmpVision.h"
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#include "maths/Random.h"
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#include <boost/random/uniform_real.hpp>
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class MockVision : public ICmpVision
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{
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public:
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DEFAULT_MOCK_COMPONENT()
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virtual entity_pos_t GetRange() { return entity_pos_t::FromInt(66); }
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virtual bool GetRetainInFog() { return false; }
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virtual bool GetAlwaysVisible() { return false; }
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};
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class MockPosition : public ICmpPosition
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{
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public:
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DEFAULT_MOCK_COMPONENT()
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virtual void SetTurretParent(entity_id_t UNUSED(id), CFixedVector3D UNUSED(pos)) {}
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virtual entity_id_t GetTurretParent() {return INVALID_ENTITY;}
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virtual void UpdateTurretPosition() {}
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virtual std::set<entity_id_t>* GetTurrets() { return NULL; }
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virtual bool IsInWorld() { return true; }
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virtual void MoveOutOfWorld() { }
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virtual void MoveTo(entity_pos_t UNUSED(x), entity_pos_t UNUSED(z)) { }
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virtual void MoveAndTurnTo(entity_pos_t UNUSED(x), entity_pos_t UNUSED(z), entity_angle_t UNUSED(a)) { }
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virtual void JumpTo(entity_pos_t UNUSED(x), entity_pos_t UNUSED(z)) { }
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virtual void SetHeightOffset(entity_pos_t UNUSED(dy)) { }
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virtual entity_pos_t GetHeightOffset() { return entity_pos_t::Zero(); }
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virtual void SetHeightFixed(entity_pos_t UNUSED(y)) { }
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virtual entity_pos_t GetHeightFixed() { return entity_pos_t::Zero(); }
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virtual bool IsHeightRelative() { return true; }
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virtual void SetHeightRelative(bool UNUSED(relative)) { }
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virtual bool IsFloating() { return false; }
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virtual void SetFloating(bool UNUSED(flag)) { }
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virtual void SetActorFloating(bool UNUSED(flag)) { }
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virtual void SetConstructionProgress(fixed UNUSED(progress)) { }
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virtual CFixedVector3D GetPosition() { return CFixedVector3D(); }
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virtual CFixedVector2D GetPosition2D() { return CFixedVector2D(); }
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virtual CFixedVector3D GetPreviousPosition() { return CFixedVector3D(); }
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virtual CFixedVector2D GetPreviousPosition2D() { return CFixedVector2D(); }
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virtual void TurnTo(entity_angle_t UNUSED(y)) { }
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virtual void SetYRotation(entity_angle_t UNUSED(y)) { }
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virtual void SetXZRotation(entity_angle_t UNUSED(x), entity_angle_t UNUSED(z)) { }
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virtual CFixedVector3D GetRotation() { return CFixedVector3D(); }
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virtual fixed GetDistanceTravelled() { return fixed::Zero(); }
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virtual void GetInterpolatedPosition2D(float UNUSED(frameOffset), float& x, float& z, float& rotY) { x = z = rotY = 0; }
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virtual CMatrix3D GetInterpolatedTransform(float UNUSED(frameOffset)) { return CMatrix3D(); }
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};
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class TestCmpRangeManager : public CxxTest::TestSuite
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{
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public:
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void setUp()
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{
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CXeromyces::Startup();
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}
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void tearDown()
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{
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CXeromyces::Terminate();
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}
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void test_basic()
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{
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ComponentTestHelper test(g_ScriptRuntime);
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ICmpRangeManager* cmp = test.Add<ICmpRangeManager>(CID_RangeManager, "");
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MockVision vision;
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test.AddMock(100, IID_Vision, vision);
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MockPosition position;
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test.AddMock(100, IID_Position, position);
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// This tests that the incremental computation produces the correct result
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// in various edge cases
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cmp->SetBounds(entity_pos_t::FromInt(0), entity_pos_t::FromInt(0), entity_pos_t::FromInt(512), entity_pos_t::FromInt(512), 512/TERRAIN_TILE_SIZE + 1);
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cmp->Verify();
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{ CMessageCreate msg(100); cmp->HandleMessage(msg, false); }
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cmp->Verify();
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{ CMessageOwnershipChanged msg(100, -1, 1); cmp->HandleMessage(msg, false); }
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cmp->Verify();
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{ CMessagePositionChanged msg(100, true, entity_pos_t::FromInt(247), entity_pos_t::FromDouble(257.95), entity_angle_t::Zero()); cmp->HandleMessage(msg, false); }
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cmp->Verify();
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{ CMessagePositionChanged msg(100, true, entity_pos_t::FromInt(247), entity_pos_t::FromInt(253), entity_angle_t::Zero()); cmp->HandleMessage(msg, false); }
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cmp->Verify();
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{ CMessagePositionChanged msg(100, true, entity_pos_t::FromInt(256), entity_pos_t::FromInt(256), entity_angle_t::Zero()); cmp->HandleMessage(msg, false); }
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cmp->Verify();
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{ CMessagePositionChanged msg(100, true, entity_pos_t::FromInt(256)+entity_pos_t::Epsilon(), entity_pos_t::FromInt(256), entity_angle_t::Zero()); cmp->HandleMessage(msg, false); }
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cmp->Verify();
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{ CMessagePositionChanged msg(100, true, entity_pos_t::FromInt(256)-entity_pos_t::Epsilon(), entity_pos_t::FromInt(256), entity_angle_t::Zero()); cmp->HandleMessage(msg, false); }
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cmp->Verify();
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{ CMessagePositionChanged msg(100, true, entity_pos_t::FromInt(256), entity_pos_t::FromInt(256)+entity_pos_t::Epsilon(), entity_angle_t::Zero()); cmp->HandleMessage(msg, false); }
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cmp->Verify();
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{ CMessagePositionChanged msg(100, true, entity_pos_t::FromInt(256), entity_pos_t::FromInt(256)-entity_pos_t::Epsilon(), entity_angle_t::Zero()); cmp->HandleMessage(msg, false); }
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cmp->Verify();
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{ CMessagePositionChanged msg(100, true, entity_pos_t::FromInt(383), entity_pos_t::FromInt(84), entity_angle_t::Zero()); cmp->HandleMessage(msg, false); }
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cmp->Verify();
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{ CMessagePositionChanged msg(100, true, entity_pos_t::FromInt(348), entity_pos_t::FromInt(83), entity_angle_t::Zero()); cmp->HandleMessage(msg, false); }
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cmp->Verify();
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WELL512 rng;
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for (size_t i = 0; i < 1024; ++i)
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{
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double x = boost::uniform_real<>(0.0, 512.0)(rng);
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double z = boost::uniform_real<>(0.0, 512.0)(rng);
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{ CMessagePositionChanged msg(100, true, entity_pos_t::FromDouble(x), entity_pos_t::FromDouble(z), entity_angle_t::Zero()); cmp->HandleMessage(msg, false); }
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cmp->Verify();
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}
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}
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};
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