0ad/source/simulation2/helpers/Selection.cpp
Itms 6aa99d762f Add a new spatial subdivision, based on an old patch by wraitii.
This subdivision is faster but less precise, so range queries get more
entities and are a bit slower (up to 1ms approx.), but the overall gain
on a simulation update is always positive and can reach 10ms per frame.

For now, this new subdivision is only used by the range manager,
integrating it in the obstruction manager might be sensible.

Refs #2430

This was SVN commit r16540.
2015-04-14 21:33:43 +00:00

233 lines
8.5 KiB
C++

/* Copyright (C) 2015 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 "Selection.h"
#include "graphics/Camera.h"
#include "simulation2/Simulation2.h"
#include "simulation2/components/ICmpIdentity.h"
#include "simulation2/components/ICmpOwnership.h"
#include "simulation2/components/ICmpRangeManager.h"
#include "simulation2/components/ICmpTemplateManager.h"
#include "simulation2/components/ICmpSelectable.h"
#include "simulation2/components/ICmpVisual.h"
#include "simulation2/components/ICmpUnitRenderer.h"
#include "ps/CLogger.h"
#include "ps/Profiler2.h"
namespace {
struct SortFun {
bool operator() (std::pair<float, CEntityHandle> i, std::pair<float, CEntityHandle> j) { return (i.first<j.first);}
} sortFun;
}
entity_id_t EntitySelection::PickEntityAtPoint(CSimulation2& simulation, const CCamera& camera, int screenX, int screenY, player_id_t player, bool allowEditorSelectables)
{
PROFILE2("PickEntityAtPoint");
CVector3D origin, dir;
camera.BuildCameraRay(screenX, screenY, origin, dir);
CmpPtr<ICmpUnitRenderer> cmpUnitRenderer(simulation.GetSimContext().GetSystemEntity());
ENSURE(cmpUnitRenderer);
std::vector<std::pair<CEntityHandle, CVector3D> > entities;
cmpUnitRenderer->PickAllEntitiesAtPoint(entities, origin, dir, allowEditorSelectables);
if (entities.empty())
return INVALID_ENTITY;
// Filter for relevent entities in the list of candidates (all entities below the mouse)
std::vector<std::pair<float, CEntityHandle> > hits; // (dist^2, entity) pairs
for (size_t i = 0; i < entities.size(); ++i)
{
// Find the perpendicular distance from the object's centre to the picker ray
float dist2;
const CVector3D center = entities[i].second;
CVector3D closest = origin + dir * (center - origin).Dot(dir);
dist2 = (closest - center).LengthSquared();
hits.push_back(std::make_pair(dist2, entities[i].first));
}
// Sort hits by distance
std::sort(hits.begin(), hits.end(), sortFun);
CmpPtr<ICmpRangeManager> cmpRangeManager(simulation, SYSTEM_ENTITY);
ENSURE(cmpRangeManager);
for (size_t i = 0; i < hits.size(); ++i)
{
const CEntityHandle& handle = hits[i].second;
CmpPtr<ICmpSelectable> cmpSelectable(handle);
if (!cmpSelectable)
continue;
// Check if this entity is only selectable in Atlas
if (!allowEditorSelectables && cmpSelectable->IsEditorOnly())
continue;
// Ignore entities hidden by LOS (or otherwise hidden, e.g. when not IsInWorld)
if (cmpRangeManager->GetLosVisibility(handle, player) == ICmpRangeManager::VIS_HIDDEN)
continue;
return handle.GetId();
}
return INVALID_ENTITY;
}
/**
* Used by EntitySelection::PickEntitiesInRect.
*/
static bool CheckEntityVisibleAndInRect(CEntityHandle handle, CmpPtr<ICmpRangeManager> cmpRangeManager, const CCamera& camera, int sx0, int sy0, int sx1, int sy1, player_id_t owner, bool allowEditorSelectables)
{
// Check if this entity is only selectable in Atlas
CmpPtr<ICmpSelectable> cmpSelectable(handle);
if (!cmpSelectable || (!allowEditorSelectables && cmpSelectable->IsEditorOnly()))
return false;
// Ignore entities hidden by LOS (or otherwise hidden, e.g. when not IsInWorld)
if (cmpRangeManager->GetLosVisibility(handle, owner) == ICmpRangeManager::VIS_HIDDEN)
return false;
// Find the current interpolated model position.
// (We just use the centre position and not the whole bounding box, because maybe
// that's better for users trying to select objects in busy areas)
CmpPtr<ICmpVisual> cmpVisual(handle);
if (!cmpVisual)
return false;
CVector3D position = cmpVisual->GetPosition();
// Reject if it's not on-screen (e.g. it's behind the camera)
if (!camera.GetFrustum().IsPointVisible(position))
return false;
// Compare screen-space coordinates
float x, y;
camera.GetScreenCoordinates(position, x, y);
int ix = (int)x;
int iy = (int)y;
return sx0 <= ix && ix <= sx1 && sy0 <= iy && iy <= sy1;
}
std::vector<entity_id_t> EntitySelection::PickEntitiesInRect(CSimulation2& simulation, const CCamera& camera, int sx0, int sy0, int sx1, int sy1, player_id_t owner, bool allowEditorSelectables)
{
PROFILE2("PickEntitiesInRect");
// Make sure sx0 <= sx1, and sy0 <= sy1
if (sx0 > sx1)
std::swap(sx0, sx1);
if (sy0 > sy1)
std::swap(sy0, sy1);
CmpPtr<ICmpRangeManager> cmpRangeManager(simulation, SYSTEM_ENTITY);
ENSURE(cmpRangeManager);
std::vector<entity_id_t> hitEnts;
if (owner != INVALID_PLAYER)
{
CComponentManager& componentManager = simulation.GetSimContext().GetComponentManager();
std::vector<entity_id_t> ents = cmpRangeManager->GetEntitiesByPlayer(owner);
for (std::vector<entity_id_t>::iterator it = ents.begin(); it != ents.end(); ++it)
{
if (CheckEntityVisibleAndInRect(componentManager.LookupEntityHandle(*it), cmpRangeManager, camera, sx0, sy0, sx1, sy1, owner, allowEditorSelectables))
hitEnts.push_back(*it);
}
}
else // owner == INVALID_PLAYER; Used when selecting units in Atlas or other mods that allow all kinds of selectables to be selected.
{
const CSimulation2::InterfaceListUnordered& selectableEnts = simulation.GetEntitiesWithInterfaceUnordered(IID_Selectable);
for (CSimulation2::InterfaceListUnordered::const_iterator it = selectableEnts.begin(); it != selectableEnts.end(); ++it)
{
if (CheckEntityVisibleAndInRect(it->second->GetEntityHandle(), cmpRangeManager, camera, sx0, sy0, sx1, sy1, owner, allowEditorSelectables))
hitEnts.push_back(it->first);
}
}
return hitEnts;
}
std::vector<entity_id_t> EntitySelection::PickSimilarEntities(CSimulation2& simulation, const CCamera& camera,
const std::string& templateName, player_id_t owner, bool includeOffScreen, bool matchRank,
bool allowEditorSelectables, bool allowFoundations)
{
PROFILE2("PickSimilarEntities");
CmpPtr<ICmpTemplateManager> cmpTemplateManager(simulation, SYSTEM_ENTITY);
CmpPtr<ICmpRangeManager> cmpRangeManager(simulation, SYSTEM_ENTITY);
std::vector<entity_id_t> hitEnts;
const CSimulation2::InterfaceListUnordered& ents = simulation.GetEntitiesWithInterfaceUnordered(IID_Selectable);
for (CSimulation2::InterfaceListUnordered::const_iterator it = ents.begin(); it != ents.end(); ++it)
{
entity_id_t ent = it->first;
CEntityHandle handle = it->second->GetEntityHandle();
// Check if this entity is only selectable in Atlas
if (static_cast<ICmpSelectable*>(it->second)->IsEditorOnly() && !allowEditorSelectables)
continue;
if (matchRank)
{
// Exact template name matching, optionally also allowing foundations
std::string curTemplateName = cmpTemplateManager->GetCurrentTemplateName(ent);
bool matches = (curTemplateName == templateName ||
(allowFoundations && curTemplateName.substr(0, 11) == "foundation|" && curTemplateName.substr(11) == templateName));
if (!matches)
continue;
}
// Ignore entities hidden by LOS (or otherwise hidden, e.g. when not IsInWorld)
// In this case, the checking is done to avoid selecting garrisoned units
if (cmpRangeManager->GetLosVisibility(handle, owner) == ICmpRangeManager::VIS_HIDDEN)
continue;
// Ignore entities not owned by 'owner'
CmpPtr<ICmpOwnership> cmpOwnership(simulation.GetSimContext(), ent);
if (owner != INVALID_PLAYER && (!cmpOwnership || cmpOwnership->GetOwner() != owner))
continue;
// Ignore off screen entities
if (!includeOffScreen)
{
// Find the current interpolated model position.
CmpPtr<ICmpVisual> cmpVisual(simulation.GetSimContext(), ent);
if (!cmpVisual)
continue;
CVector3D position = cmpVisual->GetPosition();
// Reject if it's not on-screen (e.g. it's behind the camera)
if (!camera.GetFrustum().IsPointVisible(position))
continue;
}
if (!matchRank)
{
// Match by selection group name
// (This is relatively expensive since it involves script calls, so do it after all other tests)
CmpPtr<ICmpIdentity> cmpIdentity(simulation.GetSimContext(), ent);
if (!cmpIdentity || cmpIdentity->GetSelectionGroupName() != templateName)
continue;
}
hitEnts.push_back(ent);
}
return hitEnts;
}