mirror of
https://gitea.wildfiregames.com/0ad/0ad
synced 2026-06-17 05:44:08 -07:00
Adds scaffold support for foundations, includes two examples for 3x3 and 4x4, fixes #1581. Extends CmpVisualActor and CUnit to support random variant seeds. Fixes bug in actor hotloading. Fixes serialization failure caused by destroying entities in OnDestroy handlers. This was SVN commit r13143.
795 lines
23 KiB
C++
795 lines
23 KiB
C++
/* Copyright (C) 2013 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 "simulation2/system/Component.h"
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#include "ICmpVisual.h"
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#include "simulation2/MessageTypes.h"
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#include "ICmpFootprint.h"
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#include "ICmpOwnership.h"
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#include "ICmpPosition.h"
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#include "ICmpRangeManager.h"
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#include "ICmpSelectable.h"
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#include "ICmpTemplateManager.h"
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#include "ICmpTerrain.h"
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#include "ICmpUnitMotion.h"
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#include "ICmpVision.h"
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#include "graphics/Frustum.h"
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#include "graphics/Model.h"
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#include "graphics/ObjectBase.h"
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#include "graphics/ObjectEntry.h"
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#include "graphics/Unit.h"
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#include "graphics/UnitAnimation.h"
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#include "graphics/UnitManager.h"
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#include "maths/Matrix3D.h"
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#include "maths/Vector3D.h"
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#include "ps/CLogger.h"
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#include "renderer/Scene.h"
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class CCmpVisualActor : public ICmpVisual
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{
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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_Update_Final);
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componentManager.SubscribeToMessageType(MT_Interpolate);
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componentManager.SubscribeToMessageType(MT_RenderSubmit);
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componentManager.SubscribeToMessageType(MT_OwnershipChanged);
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componentManager.SubscribeGloballyToMessageType(MT_TerrainChanged);
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}
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DEFAULT_COMPONENT_ALLOCATOR(VisualActor)
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std::wstring m_ActorName;
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CUnit* m_Unit;
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fixed m_R, m_G, m_B; // shading colour
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std::map<std::string, std::string> m_AnimOverride;
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ICmpRangeManager::ELosVisibility m_Visibility; // only valid between Interpolate and RenderSubmit
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// Current animation state
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fixed m_AnimRunThreshold; // if non-zero this is the special walk/run mode
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std::string m_AnimName;
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bool m_AnimOnce;
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fixed m_AnimSpeed;
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std::wstring m_SoundGroup;
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fixed m_AnimDesync;
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fixed m_AnimSyncRepeatTime; // 0.0 if not synced
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u32 m_Seed; // seed used for random variations
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bool m_ConstructionPreview;
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fixed m_ConstructionProgress;
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static std::string GetSchema()
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{
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return
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"<a:help>Display the unit using the engine's actor system.</a:help>"
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"<a:example>"
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"<Actor>units/hellenes/infantry_spearman_b.xml</Actor>"
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"</a:example>"
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"<a:example>"
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"<Actor>structures/hellenes/barracks.xml</Actor>"
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"<FoundationActor>structures/fndn_4x4.xml</FoundationActor>"
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"</a:example>"
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"<element name='Actor' a:help='Filename of the actor to be used for this unit'>"
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"<text/>"
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"</element>"
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"<optional>"
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"<element name='FoundationActor' a:help='Filename of the actor to be used the foundation while this unit is being constructed'>"
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"<text/>"
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"</element>"
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"</optional>"
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"<optional>"
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"<element name='Foundation' a:help='Used internally; if present, the unit will be rendered as a foundation'>"
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"<empty/>"
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"</element>"
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"</optional>"
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"<optional>"
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"<element name='ConstructionPreview' a:help='If present, the unit should have a construction preview'>"
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"<empty/>"
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"</element>"
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"</optional>"
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"<element name='SilhouetteDisplay'>"
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"<data type='boolean'/>"
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"</element>"
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"<element name='SilhouetteOccluder'>"
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"<data type='boolean'/>"
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"</element>"
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"<optional>"
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"<element name='SelectionShape'>"
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"<choice>"
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"<element name='Bounds' a:help='Determines the selection box based on the model bounds'>"
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"<empty/>"
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"</element>"
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"<element name='Footprint' a:help='Determines the selection box based on the entity Footprint component'>"
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"<empty/>"
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"</element>"
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"<element name='Box' a:help='Sets the selection shape to a box of specified dimensions'>"
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"<attribute name='width'>"
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"<ref name='positiveDecimal' />"
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"</attribute>"
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"<attribute name='height'>"
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"<ref name='positiveDecimal' />"
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"</attribute>"
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"<attribute name='depth'>"
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"<ref name='positiveDecimal' />"
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"</attribute>"
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"</element>"
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"<element name='Cylinder' a:help='Sets the selection shape to a cylinder of specified dimensions'>"
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"<attribute name='radius'>"
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"<ref name='positiveDecimal' />"
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"</attribute>"
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"<attribute name='height'>"
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"<ref name='positiveDecimal' />"
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"</attribute>"
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"</element>"
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"</choice>"
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"</element>"
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"</optional>";
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}
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virtual void Init(const CParamNode& paramNode)
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{
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m_PreviouslyRendered = false;
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m_Unit = NULL;
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m_Visibility = ICmpRangeManager::VIS_HIDDEN;
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m_R = m_G = m_B = fixed::FromInt(1);
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m_ConstructionPreview = paramNode.GetChild("ConstructionPreview").IsOk();
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m_ConstructionProgress = fixed::Zero();
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m_Seed = GetEntityId();
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if (paramNode.GetChild("Foundation").IsOk() && paramNode.GetChild("FoundationActor").IsOk())
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m_ActorName = paramNode.GetChild("FoundationActor").ToString();
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else
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m_ActorName = paramNode.GetChild("Actor").ToString();
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InitModel(paramNode);
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// We need to select animation even if graphics are disabled, as this modifies serialized state
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SelectAnimation("idle", false, fixed::FromInt(1), L"");
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}
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virtual void Deinit()
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{
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if (m_Unit)
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{
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GetSimContext().GetUnitManager().DeleteUnit(m_Unit);
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m_Unit = NULL;
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}
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}
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template<typename S>
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void SerializeCommon(S& serialize)
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{
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serialize.NumberFixed_Unbounded("r", m_R);
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serialize.NumberFixed_Unbounded("g", m_G);
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serialize.NumberFixed_Unbounded("b", m_B);
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serialize.NumberFixed_Unbounded("anim run threshold", m_AnimRunThreshold);
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serialize.StringASCII("anim name", m_AnimName, 0, 256);
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serialize.Bool("anim once", m_AnimOnce);
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serialize.NumberFixed_Unbounded("anim speed", m_AnimSpeed);
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serialize.String("sound group", m_SoundGroup, 0, 256);
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serialize.NumberFixed_Unbounded("anim desync", m_AnimDesync);
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serialize.NumberFixed_Unbounded("anim sync repeat time", m_AnimSyncRepeatTime);
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serialize.NumberU32_Unbounded("seed", m_Seed);
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// TODO: variation/selection strings
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serialize.NumberFixed_Unbounded("constructionprogress", m_ConstructionProgress);
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// TODO: store actor variables?
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}
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virtual void Serialize(ISerializer& serialize)
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{
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// TODO: store the actor name, if !debug and it differs from the template
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if (serialize.IsDebug())
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{
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serialize.String("actor", m_ActorName, 0, 256);
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}
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SerializeCommon(serialize);
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}
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virtual void Deserialize(const CParamNode& paramNode, IDeserializer& deserialize)
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{
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Init(paramNode);
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u32 oldSeed = GetActorSeed();
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SerializeCommon(deserialize);
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// If we serialized a different seed, reload actor
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if (oldSeed != GetActorSeed())
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ReloadActor();
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fixed repeattime = m_AnimSyncRepeatTime; // save because SelectAnimation overwrites it
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if (m_AnimRunThreshold.IsZero())
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SelectAnimation(m_AnimName, m_AnimOnce, m_AnimSpeed, m_SoundGroup);
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else
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SelectMovementAnimation(m_AnimRunThreshold);
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SetAnimationSyncRepeat(repeattime);
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if (m_Unit)
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{
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CmpPtr<ICmpOwnership> cmpOwnership(GetSimContext(), GetEntityId());
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if (cmpOwnership)
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m_Unit->GetModel().SetPlayerID(cmpOwnership->GetOwner());
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}
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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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// Quick exit for running in non-graphical mode
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if (m_Unit == NULL)
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return;
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switch (msg.GetType())
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{
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case MT_Update_Final:
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{
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const CMessageUpdate_Final& msgData = static_cast<const CMessageUpdate_Final&> (msg);
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Update(msgData.turnLength);
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break;
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}
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case MT_Interpolate:
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{
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const CMessageInterpolate& msgData = static_cast<const CMessageInterpolate&> (msg);
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Interpolate(msgData.deltaSimTime, msgData.offset);
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break;
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}
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case MT_RenderSubmit:
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{
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const CMessageRenderSubmit& msgData = static_cast<const CMessageRenderSubmit&> (msg);
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RenderSubmit(msgData.collector, msgData.frustum, msgData.culling);
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break;
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}
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case MT_OwnershipChanged:
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{
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const CMessageOwnershipChanged& msgData = static_cast<const CMessageOwnershipChanged&> (msg);
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m_Unit->GetModel().SetPlayerID(msgData.to);
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break;
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}
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case MT_TerrainChanged:
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{
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const CMessageTerrainChanged& msgData = static_cast<const CMessageTerrainChanged&> (msg);
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m_Unit->GetModel().SetTerrainDirty(msgData.i0, msgData.j0, msgData.i1, msgData.j1);
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break;
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}
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}
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}
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virtual CBoundingBoxAligned GetBounds()
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{
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if (!m_Unit)
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return CBoundingBoxAligned::EMPTY;
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return m_Unit->GetModel().GetWorldBounds();
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}
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virtual CUnit* GetUnit()
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{
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return m_Unit;
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}
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virtual CBoundingBoxOriented GetSelectionBox()
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{
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if (!m_Unit)
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return CBoundingBoxOriented::EMPTY;
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return m_Unit->GetModel().GetSelectionBox();
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}
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virtual CVector3D GetPosition()
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{
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if (!m_Unit)
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return CVector3D(0, 0, 0);
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return m_Unit->GetModel().GetTransform().GetTranslation();
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}
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virtual std::wstring GetActorShortName()
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{
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if (!m_Unit)
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return L"";
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return m_Unit->GetObject().m_Base->m_ShortName;
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}
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virtual std::wstring GetProjectileActor()
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{
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if (!m_Unit)
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return L"";
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return m_Unit->GetObject().m_ProjectileModelName;
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}
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virtual CVector3D GetProjectileLaunchPoint()
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{
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if (!m_Unit)
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return CVector3D();
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if (m_Unit->GetModel().ToCModel())
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{
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// Ensure the prop transforms are correct
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m_Unit->GetModel().ValidatePosition();
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CModelAbstract* ammo = m_Unit->GetModel().ToCModel()->FindFirstAmmoProp();
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if (ammo)
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return ammo->GetTransform().GetTranslation();
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}
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return CVector3D();
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}
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virtual void SelectAnimation(std::string name, bool once, fixed speed, std::wstring soundgroup)
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{
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m_AnimRunThreshold = fixed::Zero();
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m_AnimName = name;
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m_AnimOnce = once;
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m_AnimSpeed = speed;
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m_SoundGroup = soundgroup;
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m_AnimDesync = fixed::FromInt(1)/20; // TODO: make this an argument
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m_AnimSyncRepeatTime = fixed::Zero();
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if (m_Unit)
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{
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m_Unit->SetEntitySelection(m_AnimName);
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if (m_Unit->GetAnimation())
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m_Unit->GetAnimation()->SetAnimationState(m_AnimName, m_AnimOnce, m_AnimSpeed.ToFloat(), m_AnimDesync.ToFloat(), m_SoundGroup.c_str());
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}
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}
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virtual void ReplaceMoveAnimation(std::string name, std::string replace)
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{
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m_AnimOverride[name] = replace;
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}
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virtual void ResetMoveAnimation(std::string name)
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{
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std::map<std::string, std::string>::const_iterator it = m_AnimOverride.find(name);
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if (it != m_AnimOverride.end())
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m_AnimOverride.erase(name);
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}
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virtual void SetUnitEntitySelection(const CStr& selection)
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{
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if (m_Unit)
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{
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m_Unit->SetEntitySelection(selection);
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}
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}
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virtual void SelectMovementAnimation(fixed runThreshold)
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{
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m_AnimRunThreshold = runThreshold;
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if (m_Unit)
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{
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m_Unit->SetEntitySelection("walk");
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if (m_Unit->GetAnimation())
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m_Unit->GetAnimation()->SetAnimationState("walk", false, 1.f, 0.f, L"");
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}
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}
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virtual void SetAnimationSyncRepeat(fixed repeattime)
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{
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m_AnimSyncRepeatTime = repeattime;
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if (m_Unit)
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{
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if (m_Unit->GetAnimation())
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m_Unit->GetAnimation()->SetAnimationSyncRepeat(m_AnimSyncRepeatTime.ToFloat());
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}
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}
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virtual void SetAnimationSyncOffset(fixed actiontime)
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{
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if (m_Unit)
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{
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if (m_Unit->GetAnimation())
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m_Unit->GetAnimation()->SetAnimationSyncOffset(actiontime.ToFloat());
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}
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}
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virtual void SetShadingColour(fixed r, fixed g, fixed b, fixed a)
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{
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m_R = r;
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m_G = g;
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m_B = b;
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UNUSED2(a); // TODO: why is this even an argument?
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}
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virtual void SetVariable(std::string name, float value)
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{
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if (m_Unit)
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{
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m_Unit->GetModel().SetEntityVariable(name, value);
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}
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}
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virtual u32 GetActorSeed()
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{
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return m_Seed;
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}
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virtual void SetActorSeed(u32 seed)
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{
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if (seed == m_Seed)
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return;
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m_Seed = seed;
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ReloadActor();
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}
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virtual bool HasConstructionPreview()
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{
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return m_ConstructionPreview;
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}
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virtual void SetConstructionProgress(fixed progress)
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{
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m_ConstructionProgress = progress;
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}
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virtual void Hotload(const VfsPath& name)
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{
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if (!m_Unit)
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return;
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if (name != m_ActorName)
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return;
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ReloadActor();
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}
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private:
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/// Whether the visual actor has been rendered at least once.
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/// Necessary because the visibility update runs on simulation update,
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/// which may not occur immediately if the game starts paused.
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bool m_PreviouslyRendered;
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/// Helper function shared by component init and actor reloading
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void InitModel(const CParamNode& paramNode);
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/// Helper method; initializes the model selection shape descriptor from XML. Factored out for readability of @ref Init.
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void InitSelectionShapeDescriptor(const CParamNode& paramNode);
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void ReloadActor();
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void Update(fixed turnLength);
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void UpdateVisibility();
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void Interpolate(float frameTime, float frameOffset);
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void RenderSubmit(SceneCollector& collector, const CFrustum& frustum, bool culling);
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};
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REGISTER_COMPONENT_TYPE(VisualActor)
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// ------------------------------------------------------------------------------------------------------------------
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void CCmpVisualActor::InitModel(const CParamNode& paramNode)
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{
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if (GetSimContext().HasUnitManager())
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{
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std::set<CStr> selections;
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m_Unit = GetSimContext().GetUnitManager().CreateUnit(m_ActorName, GetActorSeed(), selections);
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if (m_Unit)
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{
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CModelAbstract& model = m_Unit->GetModel();
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if (model.ToCModel())
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{
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u32 modelFlags = 0;
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if (paramNode.GetChild("SilhouetteDisplay").ToBool())
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modelFlags |= MODELFLAG_SILHOUETTE_DISPLAY;
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if (paramNode.GetChild("SilhouetteOccluder").ToBool())
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modelFlags |= MODELFLAG_SILHOUETTE_OCCLUDER;
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CmpPtr<ICmpVision> cmpVision(GetSimContext(), GetEntityId());
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if (cmpVision && cmpVision->GetAlwaysVisible())
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modelFlags |= MODELFLAG_IGNORE_LOS;
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model.ToCModel()->AddFlagsRec(modelFlags);
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}
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// Initialize the model's selection shape descriptor. This currently relies on the component initialization order; the
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// Footprint component must be initialized before this component (VisualActor) to support the ability to use the footprint
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// shape for the selection box (instead of the default recursive bounding box). See TypeList.h for the order in
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// which components are initialized; if for whatever reason you need to get rid of this dependency, you can always just
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// initialize the selection shape descriptor on-demand.
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InitSelectionShapeDescriptor(paramNode);
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m_Unit->SetID(GetEntityId());
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}
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}
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}
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void CCmpVisualActor::InitSelectionShapeDescriptor(const CParamNode& paramNode)
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{
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// by default, we don't need a custom selection shape and we can just keep the default behaviour
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CModelAbstract::CustomSelectionShape* shapeDescriptor = NULL;
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const CParamNode& shapeNode = paramNode.GetChild("SelectionShape");
|
|
if (shapeNode.IsOk())
|
|
{
|
|
if (shapeNode.GetChild("Bounds").IsOk())
|
|
{
|
|
// default; no need to take action
|
|
}
|
|
else if (shapeNode.GetChild("Footprint").IsOk())
|
|
{
|
|
CmpPtr<ICmpFootprint> cmpFootprint(GetSimContext(), GetEntityId());
|
|
if (cmpFootprint)
|
|
{
|
|
ICmpFootprint::EShape fpShape; // fp stands for "footprint"
|
|
entity_pos_t fpSize0, fpSize1, fpHeight; // fp stands for "footprint"
|
|
cmpFootprint->GetShape(fpShape, fpSize0, fpSize1, fpHeight);
|
|
|
|
float size0 = fpSize0.ToFloat();
|
|
float size1 = fpSize1.ToFloat();
|
|
|
|
// TODO: we should properly distinguish between CIRCLE and SQUARE footprint shapes here, but since cylinders
|
|
// aren't implemented yet and are almost indistinguishable from boxes for small enough sizes anyway,
|
|
// we'll just use boxes for either case. However, for circular footprints the size0 and size1 values both
|
|
// represent the radius, so we do have to adjust them to match the size1 and size0's of square footprints
|
|
// (which represent the full width and depth).
|
|
if (fpShape == ICmpFootprint::CIRCLE)
|
|
{
|
|
size0 *= 2;
|
|
size1 *= 2;
|
|
}
|
|
|
|
shapeDescriptor = new CModelAbstract::CustomSelectionShape;
|
|
shapeDescriptor->m_Type = CModelAbstract::CustomSelectionShape::BOX;
|
|
shapeDescriptor->m_Size0 = size0;
|
|
shapeDescriptor->m_Size1 = size1;
|
|
shapeDescriptor->m_Height = fpHeight.ToFloat();
|
|
}
|
|
else
|
|
{
|
|
LOGERROR(L"[VisualActor] Cannot apply footprint-based SelectionShape; Footprint component not initialized.");
|
|
}
|
|
}
|
|
else if (shapeNode.GetChild("Box").IsOk())
|
|
{
|
|
// TODO: we might need to support the ability to specify a different box center in the future
|
|
shapeDescriptor = new CModelAbstract::CustomSelectionShape;
|
|
shapeDescriptor->m_Type = CModelAbstract::CustomSelectionShape::BOX;
|
|
shapeDescriptor->m_Size0 = shapeNode.GetChild("Box").GetChild("@width").ToFixed().ToFloat();
|
|
shapeDescriptor->m_Size1 = shapeNode.GetChild("Box").GetChild("@depth").ToFixed().ToFloat();
|
|
shapeDescriptor->m_Height = shapeNode.GetChild("Box").GetChild("@height").ToFixed().ToFloat();
|
|
}
|
|
else if (shapeNode.GetChild("Cylinder").IsOk())
|
|
{
|
|
LOGWARNING(L"[VisualActor] TODO: Cylinder selection shapes are not yet implemented; defaulting to recursive bounding boxes");
|
|
}
|
|
else
|
|
{
|
|
// shouldn't happen by virtue of validation against schema
|
|
LOGERROR(L"[VisualActor] No selection shape specified");
|
|
}
|
|
}
|
|
|
|
ENSURE(m_Unit);
|
|
// the model is now responsible for cleaning up the descriptor
|
|
m_Unit->GetModel().SetCustomSelectionShape(shapeDescriptor);
|
|
}
|
|
|
|
void CCmpVisualActor::ReloadActor()
|
|
{
|
|
if (!m_Unit)
|
|
return;
|
|
|
|
std::set<CStr> selections;
|
|
CUnit* newUnit = GetSimContext().GetUnitManager().CreateUnit(m_ActorName, GetActorSeed(), selections);
|
|
|
|
if (!newUnit)
|
|
return;
|
|
|
|
// Save some data from the old unit
|
|
CColor shading = m_Unit->GetModel().GetShadingColor();
|
|
player_id_t playerID = m_Unit->GetModel().GetPlayerID();
|
|
|
|
// Replace with the new unit
|
|
GetSimContext().GetUnitManager().DeleteUnit(m_Unit);
|
|
|
|
// HACK: selection shape needs template data, but rather than storing all that data
|
|
// in the component, we load the template here and pass it into a helper function
|
|
CmpPtr<ICmpTemplateManager> cmpTemplateManager(GetSimContext(), SYSTEM_ENTITY);
|
|
const CParamNode* node = cmpTemplateManager->LoadLatestTemplate(GetEntityId());
|
|
ENSURE(node && node->GetChild("VisualActor").IsOk());
|
|
|
|
InitModel(node->GetChild("VisualActor"));
|
|
|
|
m_Unit->SetEntitySelection(m_AnimName);
|
|
if (m_Unit->GetAnimation())
|
|
m_Unit->GetAnimation()->SetAnimationState(m_AnimName, m_AnimOnce, m_AnimSpeed.ToFloat(), m_AnimDesync.ToFloat(), m_SoundGroup.c_str());
|
|
|
|
// We'll lose the exact synchronisation but we should at least make sure it's going at the correct rate
|
|
if (!m_AnimSyncRepeatTime.IsZero())
|
|
if (m_Unit->GetAnimation())
|
|
m_Unit->GetAnimation()->SetAnimationSyncRepeat(m_AnimSyncRepeatTime.ToFloat());
|
|
|
|
m_Unit->GetModel().SetShadingColor(shading);
|
|
|
|
m_Unit->GetModel().SetPlayerID(playerID);
|
|
}
|
|
|
|
void CCmpVisualActor::Update(fixed UNUSED(turnLength))
|
|
{
|
|
if (m_Unit == NULL)
|
|
return;
|
|
|
|
UpdateVisibility();
|
|
|
|
// If we're in the special movement mode, select an appropriate animation
|
|
if (!m_AnimRunThreshold.IsZero())
|
|
{
|
|
CmpPtr<ICmpPosition> cmpPosition(GetSimContext(), GetEntityId());
|
|
if (!cmpPosition || !cmpPosition->IsInWorld())
|
|
return;
|
|
|
|
CmpPtr<ICmpUnitMotion> cmpUnitMotion(GetSimContext(), GetEntityId());
|
|
if (!cmpUnitMotion)
|
|
return;
|
|
|
|
float speed = cmpUnitMotion->GetCurrentSpeed().ToFloat();
|
|
|
|
std::string name;
|
|
if (speed == 0.0f)
|
|
name = "idle";
|
|
else
|
|
name = (speed < m_AnimRunThreshold.ToFloat()) ? "walk" : "run";
|
|
|
|
std::map<std::string, std::string>::const_iterator it = m_AnimOverride.find(name);
|
|
if (it != m_AnimOverride.end())
|
|
name = it->second;
|
|
|
|
m_Unit->SetEntitySelection(name);
|
|
if (speed == 0.0f)
|
|
{
|
|
m_Unit->SetEntitySelection(name);
|
|
if (m_Unit->GetAnimation())
|
|
m_Unit->GetAnimation()->SetAnimationState(name, false, 1.f, 0.f, L"");
|
|
}
|
|
else
|
|
{
|
|
m_Unit->SetEntitySelection(name);
|
|
if (m_Unit->GetAnimation())
|
|
m_Unit->GetAnimation()->SetAnimationState(name, false, speed, 0.f, L"");
|
|
}
|
|
}
|
|
}
|
|
|
|
void CCmpVisualActor::UpdateVisibility()
|
|
{
|
|
ICmpRangeManager::ELosVisibility oldVisibility = m_Visibility;
|
|
CmpPtr<ICmpPosition> cmpPosition(GetSimContext(), GetEntityId());
|
|
if (cmpPosition && cmpPosition->IsInWorld())
|
|
{
|
|
// The 'always visible' flag means we should always render the unit
|
|
// (regardless of whether the LOS system thinks it's visible)
|
|
CmpPtr<ICmpVision> cmpVision(GetSimContext(), GetEntityId());
|
|
if (cmpVision && cmpVision->GetAlwaysVisible())
|
|
m_Visibility = ICmpRangeManager::VIS_VISIBLE;
|
|
else
|
|
{
|
|
CmpPtr<ICmpRangeManager> cmpRangeManager(GetSimContext(), SYSTEM_ENTITY);
|
|
// Uncomment the following lines to prevent the models from popping into existence
|
|
// near the LOS boundary. Is rather resource intensive.
|
|
//if (cmpVision->GetRetainInFog())
|
|
// m_Visibility = ICmpRangeManager::VIS_VISIBLE;
|
|
//else
|
|
m_Visibility = cmpRangeManager->GetLosVisibility(GetEntityId(),
|
|
GetSimContext().GetCurrentDisplayedPlayer());
|
|
}
|
|
}
|
|
else
|
|
m_Visibility = ICmpRangeManager::VIS_HIDDEN;
|
|
|
|
if (m_Visibility != oldVisibility)
|
|
{
|
|
// Change the visibility of the visual actor's selectable if it has one.
|
|
CmpPtr<ICmpSelectable> cmpSelectable(GetSimContext(), GetEntityId());
|
|
if (cmpSelectable)
|
|
cmpSelectable->SetVisibility(m_Visibility == ICmpRangeManager::VIS_HIDDEN ? false : true);
|
|
}
|
|
}
|
|
|
|
void CCmpVisualActor::Interpolate(float frameTime, float frameOffset)
|
|
{
|
|
if (m_Unit == NULL)
|
|
return;
|
|
|
|
// Disable rendering of the unit if it has no position
|
|
CmpPtr<ICmpPosition> cmpPosition(GetSimContext(), GetEntityId());
|
|
if (!cmpPosition || !cmpPosition->IsInWorld())
|
|
return;
|
|
else if (!m_PreviouslyRendered)
|
|
{
|
|
UpdateVisibility();
|
|
m_PreviouslyRendered = true;
|
|
}
|
|
|
|
// Even if HIDDEN due to LOS, we need to set up the transforms
|
|
// so that projectiles will be launched from the right place
|
|
|
|
bool floating = m_Unit->GetObject().m_Base->m_Properties.m_FloatOnWater;
|
|
|
|
CMatrix3D transform(cmpPosition->GetInterpolatedTransform(frameOffset, floating));
|
|
|
|
if (!m_ConstructionProgress.IsZero())
|
|
{
|
|
// We use selection boxes to calculate the model size, since the model could be offset
|
|
// TODO: this annoyingly shows decals, would be nice to hide them
|
|
CBoundingBoxOriented bounds = GetSelectionBox();
|
|
if (!bounds.IsEmpty())
|
|
{
|
|
float dy = 2.0f * bounds.m_HalfSizes.Y;
|
|
|
|
// If this is a floating unit, we want it to start all the way under the terrain,
|
|
// so find the difference between its current position and the terrain
|
|
|
|
CmpPtr<ICmpTerrain> cmpTerrain(GetSimContext(), SYSTEM_ENTITY);
|
|
if (floating && cmpTerrain)
|
|
{
|
|
CVector3D pos = transform.GetTranslation();
|
|
float ground = cmpTerrain->GetExactGroundLevel(pos.X, pos.Z);
|
|
dy += std::max(0.f, pos.Y - ground);
|
|
}
|
|
|
|
transform.Translate(0.0f, (m_ConstructionProgress.ToFloat() - 1.0f) * dy, 0.0f);
|
|
}
|
|
}
|
|
|
|
CModelAbstract& model = m_Unit->GetModel();
|
|
|
|
model.SetTransform(transform);
|
|
m_Unit->UpdateModel(frameTime);
|
|
|
|
// If not hidden, then we need to set up some extra state for rendering
|
|
if (m_Visibility != ICmpRangeManager::VIS_HIDDEN)
|
|
{
|
|
model.ValidatePosition();
|
|
model.SetShadingColor(CColor(m_R.ToFloat(), m_G.ToFloat(), m_B.ToFloat(), 1.0f));
|
|
}
|
|
}
|
|
|
|
void CCmpVisualActor::RenderSubmit(SceneCollector& collector, const CFrustum& frustum, bool culling)
|
|
{
|
|
if (m_Unit == NULL)
|
|
return;
|
|
|
|
if (m_Visibility == ICmpRangeManager::VIS_HIDDEN)
|
|
return;
|
|
|
|
CModelAbstract& model = m_Unit->GetModel();
|
|
|
|
if (culling && !frustum.IsBoxVisible(CVector3D(0, 0, 0), model.GetWorldBoundsRec()))
|
|
return;
|
|
|
|
collector.SubmitRecursive(&model);
|
|
}
|