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This changes running speed into a running multiplier (of walk speed). The advantage is that it simplifies code since you can setup a default run multiplier at the template level and it'll work for all subsequent templates, and technologies cannot forget to change it. It makes specialised unit templates easier to maintain, too. Formations have a 100 run multiplier which effectively sets their maximal walking speed at 100 Reviewed By: bb, O2 JS Simulation Differential Revision: https://code.wildfiregames.com/D438 This was SVN commit r22197.
557 lines
16 KiB
C++
557 lines
16 KiB
C++
/* Copyright (C) 2019 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 "ActorViewer.h"
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#include "View.h"
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#include "graphics/ColladaManager.h"
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#include "graphics/LOSTexture.h"
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#include "graphics/Unit.h"
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#include "graphics/Model.h"
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#include "graphics/ModelDef.h"
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#include "graphics/ObjectManager.h"
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#include "graphics/ParticleManager.h"
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#include "graphics/Patch.h"
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#include "graphics/SkeletonAnimManager.h"
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#include "graphics/Terrain.h"
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#include "graphics/TerrainTextureEntry.h"
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#include "graphics/TerrainTextureManager.h"
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#include "graphics/TerritoryTexture.h"
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#include "graphics/UnitManager.h"
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#include "graphics/Overlay.h"
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#include "maths/MathUtil.h"
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#include "ps/Filesystem.h"
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#include "ps/CLogger.h"
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#include "ps/GameSetup/Config.h"
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#include "ps/ProfileViewer.h"
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#include "renderer/Renderer.h"
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#include "renderer/Scene.h"
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#include "renderer/SkyManager.h"
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#include "renderer/WaterManager.h"
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#include "scriptinterface/ScriptInterface.h"
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#include "simulation2/Simulation2.h"
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#include "simulation2/components/ICmpOwnership.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/ICmpUnitMotion.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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struct ActorViewerImpl : public Scene
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{
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NONCOPYABLE(ActorViewerImpl);
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public:
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ActorViewerImpl() :
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Entity(INVALID_ENTITY),
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Terrain(),
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ColladaManager(g_VFS),
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MeshManager(ColladaManager),
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SkeletonAnimManager(ColladaManager),
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UnitManager(),
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Simulation2(&UnitManager, g_ScriptRuntime, &Terrain),
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ObjectManager(MeshManager, SkeletonAnimManager, Simulation2),
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LOSTexture(Simulation2),
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TerritoryTexture(Simulation2)
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{
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UnitManager.SetObjectManager(ObjectManager);
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}
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entity_id_t Entity;
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CStrW CurrentUnitID;
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CStrW CurrentUnitAnim;
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float CurrentSpeed;
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bool WalkEnabled;
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bool GroundEnabled;
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bool WaterEnabled;
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bool ShadowsEnabled;
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// Whether shadows, sky and water are enabled outside of the actor viewer.
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bool OldShadows;
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bool OldSky;
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bool OldWater;
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bool SelectionBoxEnabled;
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bool AxesMarkerEnabled;
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int PropPointsMode; // 0 disabled, 1 for point markers, 2 for point markers + axes
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SColor4ub Background;
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CTerrain Terrain;
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CColladaManager ColladaManager;
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CMeshManager MeshManager;
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CSkeletonAnimManager SkeletonAnimManager;
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CObjectManager ObjectManager;
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CUnitManager UnitManager;
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CSimulation2 Simulation2;
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CLOSTexture LOSTexture;
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CTerritoryTexture TerritoryTexture;
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SOverlayLine SelectionBoxOverlay;
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SOverlayLine AxesMarkerOverlays[3];
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std::vector<CModel::Prop> Props;
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std::vector<SOverlayLine> PropPointOverlays;
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// Simplistic implementation of the Scene interface
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virtual void EnumerateObjects(const CFrustum& frustum, SceneCollector* c)
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{
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if (GroundEnabled)
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{
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for (ssize_t pj = 0; pj < Terrain.GetPatchesPerSide(); ++pj)
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for (ssize_t pi = 0; pi < Terrain.GetPatchesPerSide(); ++pi)
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c->Submit(Terrain.GetPatch(pi, pj));
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}
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CmpPtr<ICmpVisual> cmpVisual(Simulation2, Entity);
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if (cmpVisual)
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{
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// add selection box outlines manually
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if (SelectionBoxEnabled)
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{
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SelectionBoxOverlay.m_Color = CColor(35/255.f, 86/255.f, 188/255.f, .75f); // pretty blue
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SelectionBoxOverlay.m_Thickness = 2;
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SimRender::ConstructBoxOutline(cmpVisual->GetSelectionBox(), SelectionBoxOverlay);
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c->Submit(&SelectionBoxOverlay);
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}
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// add origin axis thingy
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if (AxesMarkerEnabled)
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{
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CMatrix3D worldSpaceAxes;
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// offset from the ground a little bit to prevent fighting with the floor texture (also note: SetTranslation
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// sets the identity 3x3 transformation matrix, which are the world axes)
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worldSpaceAxes.SetTranslation(cmpVisual->GetPosition() + CVector3D(0, 0.02f, 0));
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SimRender::ConstructAxesMarker(worldSpaceAxes, AxesMarkerOverlays[0], AxesMarkerOverlays[1], AxesMarkerOverlays[2]);
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c->Submit(&AxesMarkerOverlays[0]);
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c->Submit(&AxesMarkerOverlays[1]);
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c->Submit(&AxesMarkerOverlays[2]);
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}
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// add prop point overlays
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if (PropPointsMode > 0 && Props.size() > 0)
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{
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PropPointOverlays.clear(); // doesn't clear capacity, but should be ok since the number of prop points is usually pretty limited
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for (size_t i = 0; i < Props.size(); ++i)
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{
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CModel::Prop& prop = Props[i];
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if (prop.m_Model) // should always be the case
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{
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// prop point positions are automatically updated during animations etc. by CModel::ValidatePosition
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const CMatrix3D& propCoordSystem = prop.m_Model->GetTransform();
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SOverlayLine pointGimbal;
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pointGimbal.m_Color = CColor(1.f, 0.f, 1.f, 1.f);
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SimRender::ConstructGimbal(propCoordSystem.GetTranslation(), 0.05f, pointGimbal);
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PropPointOverlays.push_back(pointGimbal);
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if (PropPointsMode > 1)
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{
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// scale the prop axes coord system down a bit to distinguish them from the main world-space axes markers
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CMatrix3D displayCoordSystem = propCoordSystem;
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displayCoordSystem.Scale(0.5f, 0.5f, 0.5f);
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// revert translation scaling
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displayCoordSystem._14 = propCoordSystem._14;
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displayCoordSystem._24 = propCoordSystem._24;
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displayCoordSystem._34 = propCoordSystem._34;
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// construct an XYZ axes marker for the prop's coordinate system
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SOverlayLine xAxis, yAxis, zAxis;
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SimRender::ConstructAxesMarker(displayCoordSystem, xAxis, yAxis, zAxis);
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PropPointOverlays.push_back(xAxis);
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PropPointOverlays.push_back(yAxis);
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PropPointOverlays.push_back(zAxis);
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}
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}
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}
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for (size_t i = 0; i < PropPointOverlays.size(); ++i)
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{
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c->Submit(&PropPointOverlays[i]);
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}
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}
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}
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// send a RenderSubmit message so the components can submit their visuals to the renderer
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Simulation2.RenderSubmit(*c, frustum, false);
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}
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virtual CLOSTexture& GetLOSTexture()
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{
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return LOSTexture;
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}
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virtual CTerritoryTexture& GetTerritoryTexture()
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{
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return TerritoryTexture;
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}
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/**
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* Recursively fetches the props of the currently displayed entity model and its submodels, and stores them for rendering.
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*/
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void UpdatePropList();
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void UpdatePropListRecursive(CModelAbstract* model);
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};
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void ActorViewerImpl::UpdatePropList()
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{
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Props.clear();
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CmpPtr<ICmpVisual> cmpVisual(Simulation2, Entity);
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if (cmpVisual)
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{
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CUnit* unit = cmpVisual->GetUnit();
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if (unit)
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{
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CModelAbstract& modelAbstract = unit->GetModel();
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UpdatePropListRecursive(&modelAbstract);
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}
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}
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}
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void ActorViewerImpl::UpdatePropListRecursive(CModelAbstract* modelAbstract)
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{
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ENSURE(modelAbstract);
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CModel* model = modelAbstract->ToCModel();
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if (model)
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{
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std::vector<CModel::Prop>& modelProps = model->GetProps();
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for (CModel::Prop& modelProp : modelProps)
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{
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Props.push_back(modelProp);
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if (modelProp.m_Model)
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UpdatePropListRecursive(modelProp.m_Model);
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}
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}
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}
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ActorViewer::ActorViewer()
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: m(*new ActorViewerImpl())
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{
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m.WalkEnabled = false;
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m.GroundEnabled = true;
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m.WaterEnabled = false;
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m.ShadowsEnabled = g_Renderer.GetOptionBool(CRenderer::OPT_SHADOWS);
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m.SelectionBoxEnabled = false;
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m.AxesMarkerEnabled = false;
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m.PropPointsMode = 0;
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m.Background = SColor4ub(0, 0, 0, 255);
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// Create a tiny empty piece of terrain, just so we can put shadows
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// on it without having to think too hard
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m.Terrain.Initialize(2, NULL);
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CTerrainTextureEntry* tex = g_TexMan.FindTexture("whiteness");
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if (tex)
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{
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for (ssize_t pi = 0; pi < m.Terrain.GetPatchesPerSide(); ++pi)
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{
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for (ssize_t pj = 0; pj < m.Terrain.GetPatchesPerSide(); ++pj)
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{
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CPatch* patch = m.Terrain.GetPatch(pi, pj);
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for (ssize_t i = 0; i < PATCH_SIZE; ++i)
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{
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for (ssize_t j = 0; j < PATCH_SIZE; ++j)
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{
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CMiniPatch& mp = patch->m_MiniPatches[i][j];
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mp.Tex = tex;
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mp.Priority = 0;
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}
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}
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}
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}
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}
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else
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{
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debug_warn(L"Failed to load whiteness texture");
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}
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// Prepare the simulation
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m.Simulation2.LoadDefaultScripts();
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m.Simulation2.ResetState();
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// Set player data
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m.Simulation2.SetMapSettings(m.Simulation2.GetPlayerDefaults());
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m.Simulation2.LoadPlayerSettings(true);
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// Tell the simulation we've already loaded the terrain
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CmpPtr<ICmpTerrain> cmpTerrain(m.Simulation2, SYSTEM_ENTITY);
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if (cmpTerrain)
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cmpTerrain->ReloadTerrain(false);
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// Remove FOW since we're in Atlas
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CmpPtr<ICmpRangeManager> cmpRangeManager(m.Simulation2, SYSTEM_ENTITY);
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if (cmpRangeManager)
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cmpRangeManager->SetLosRevealAll(-1, true);
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m.Simulation2.InitGame();
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}
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ActorViewer::~ActorViewer()
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{
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delete &m;
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}
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CSimulation2* ActorViewer::GetSimulation2()
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{
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return &m.Simulation2;
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}
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entity_id_t ActorViewer::GetEntity()
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{
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return m.Entity;
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}
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void ActorViewer::UnloadObjects()
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{
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m.ObjectManager.UnloadObjects();
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}
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void ActorViewer::SetActor(const CStrW& name, const CStrW& animation, player_id_t playerID)
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{
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bool needsAnimReload = false;
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CStrW id = name;
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// Recreate the entity, if we don't have one or if the new one is different
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if (m.Entity == INVALID_ENTITY || id != m.CurrentUnitID)
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{
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// Delete the old entity (if any)
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if (m.Entity != INVALID_ENTITY)
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{
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m.Simulation2.DestroyEntity(m.Entity);
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m.Simulation2.FlushDestroyedEntities();
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m.Entity = INVALID_ENTITY;
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}
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// Clear particles associated with deleted entity
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g_Renderer.GetParticleManager().ClearUnattachedEmitters();
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// If there's no actor to display, return with nothing loaded
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if (id.empty())
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return;
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m.Entity = m.Simulation2.AddEntity(L"preview|" + id);
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if (m.Entity == INVALID_ENTITY)
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return;
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CmpPtr<ICmpPosition> cmpPosition(m.Simulation2, m.Entity);
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if (cmpPosition)
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{
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ssize_t c = TERRAIN_TILE_SIZE * m.Terrain.GetPatchesPerSide()*PATCH_SIZE/2;
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cmpPosition->JumpTo(entity_pos_t::FromInt(c), entity_pos_t::FromInt(c));
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cmpPosition->SetYRotation(entity_angle_t::Pi());
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}
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CmpPtr<ICmpOwnership> cmpOwnership(m.Simulation2, m.Entity);
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if (cmpOwnership)
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cmpOwnership->SetOwner(playerID);
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needsAnimReload = true;
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}
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if (animation != m.CurrentUnitAnim)
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needsAnimReload = true;
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if (needsAnimReload)
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{
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CStr anim = animation.ToUTF8().LowerCase();
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// Emulate the typical simulation animation behaviour
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float speed;
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float repeattime = 0.f;
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if (anim == "walk")
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{
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CmpPtr<ICmpUnitMotion> cmpUnitMotion(m.Simulation2, m.Entity);
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if (cmpUnitMotion)
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speed = cmpUnitMotion->GetWalkSpeed().ToFloat();
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else
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speed = 7.f; // typical unit speed
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m.CurrentSpeed = speed;
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}
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else if (anim == "run")
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{
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CmpPtr<ICmpUnitMotion> cmpUnitMotion(m.Simulation2, m.Entity);
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if (cmpUnitMotion)
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speed = cmpUnitMotion->GetWalkSpeed().ToFloat() * cmpUnitMotion->GetRunSpeedMultiplier().ToFloat();
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else
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speed = 12.f; // typical unit speed
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m.CurrentSpeed = speed;
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}
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else if (anim == "melee")
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{
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speed = 1.f; // speed will be ignored if we have a repeattime
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m.CurrentSpeed = 0.f;
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CStr code = "var cmp = Engine.QueryInterface("+CStr::FromUInt(m.Entity)+", IID_Attack); " +
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"if (cmp) cmp.GetTimers(cmp.GetBestAttack()).repeat; else 0;";
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m.Simulation2.GetScriptInterface().Eval(code.c_str(), repeattime);
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}
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else
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{
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// Play the animation at normal speed, but movement speed is zero
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speed = 1.f;
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m.CurrentSpeed = 0.f;
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}
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CStr sound;
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if (anim == "melee")
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sound = "attack";
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else if (anim == "build")
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sound = "build";
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else if (anim.Find("gather_") == 0)
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sound = anim;
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CmpPtr<ICmpVisual> cmpVisual(m.Simulation2, m.Entity);
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if (cmpVisual)
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{
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// TODO: SetEntitySelection(anim)
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cmpVisual->SelectAnimation(anim, false, fixed::FromFloat(speed));
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if (repeattime)
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cmpVisual->SetAnimationSyncRepeat(fixed::FromFloat(repeattime));
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}
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// update prop list for new entity/animation (relies on needsAnimReload also getting called for entire entity changes)
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m.UpdatePropList();
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}
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m.CurrentUnitID = id;
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m.CurrentUnitAnim = animation;
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}
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void ActorViewer::SetEnabled(bool enabled)
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{
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if (enabled)
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{
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// Set shadows, sky and water.
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m.OldShadows = g_Renderer.GetOptionBool(CRenderer::OPT_SHADOWS);
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g_Renderer.SetOptionBool(CRenderer::OPT_SHADOWS, m.ShadowsEnabled);
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m.OldSky = g_Renderer.GetSkyManager()->GetRenderSky();
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g_Renderer.GetSkyManager()->SetRenderSky(false);
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m.OldWater = g_Renderer.GetWaterManager()->m_RenderWater;
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g_Renderer.GetWaterManager()->m_RenderWater = m.WaterEnabled;
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}
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else
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{
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// Restore the old renderer state
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g_Renderer.SetOptionBool(CRenderer::OPT_SHADOWS, m.OldShadows);
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g_Renderer.GetSkyManager()->SetRenderSky(m.OldSky);
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g_Renderer.GetWaterManager()->m_RenderWater = m.OldWater;
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}
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}
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void ActorViewer::SetBackgroundColor(const SColor4ub& color)
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{
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m.Background = color;
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m.Terrain.SetBaseColor(color);
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}
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void ActorViewer::SetWalkEnabled(bool enabled) { m.WalkEnabled = enabled; }
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void ActorViewer::SetGroundEnabled(bool enabled) { m.GroundEnabled = enabled; }
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void ActorViewer::SetWaterEnabled(bool enabled)
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{
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m.WaterEnabled = enabled;
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// Adjust water level
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entity_pos_t waterLevel = entity_pos_t::FromFloat(enabled ? 10.f : 0.f);
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CmpPtr<ICmpWaterManager> cmpWaterManager(m.Simulation2, SYSTEM_ENTITY);
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if (cmpWaterManager)
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cmpWaterManager->SetWaterLevel(waterLevel);
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}
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void ActorViewer::SetShadowsEnabled(bool enabled) { m.ShadowsEnabled = enabled; }
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void ActorViewer::SetBoundingBoxesEnabled(bool enabled) { m.SelectionBoxEnabled = enabled; }
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void ActorViewer::SetAxesMarkerEnabled(bool enabled) { m.AxesMarkerEnabled = enabled; }
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void ActorViewer::SetPropPointsMode(int mode) { m.PropPointsMode = mode; }
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void ActorViewer::SetStatsEnabled(bool enabled)
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{
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if (enabled)
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g_ProfileViewer.ShowTable("renderer");
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else
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g_ProfileViewer.ShowTable("");
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}
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void ActorViewer::Render()
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{
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m.Terrain.MakeDirty(RENDERDATA_UPDATE_COLOR);
|
|
|
|
g_Renderer.SetClearColor(m.Background);
|
|
|
|
// Set simulation context for rendering purposes
|
|
g_Renderer.SetSimulation(&m.Simulation2);
|
|
|
|
g_Renderer.BeginFrame();
|
|
|
|
// Find the centre of the interesting region, in the middle of the patch
|
|
// and half way up the model (assuming there is one)
|
|
CVector3D centre;
|
|
CmpPtr<ICmpVisual> cmpVisual(m.Simulation2, m.Entity);
|
|
if (cmpVisual)
|
|
cmpVisual->GetBounds().GetCentre(centre);
|
|
else
|
|
centre.Y = 0.f;
|
|
centre.X = centre.Z = TERRAIN_TILE_SIZE * m.Terrain.GetPatchesPerSide()*PATCH_SIZE/2;
|
|
|
|
CCamera camera = AtlasView::GetView_Actor()->GetCamera();
|
|
camera.m_Orientation.Translate(centre.X, centre.Y, centre.Z);
|
|
camera.UpdateFrustum();
|
|
|
|
g_Renderer.SetSceneCamera(camera, camera);
|
|
|
|
g_Renderer.RenderScene(m);
|
|
|
|
glDisable(GL_DEPTH_TEST);
|
|
g_Logger->Render();
|
|
g_ProfileViewer.RenderProfile();
|
|
glEnable(GL_DEPTH_TEST);
|
|
|
|
g_Renderer.EndFrame();
|
|
|
|
ogl_WarnIfError();
|
|
}
|
|
|
|
void ActorViewer::Update(float simFrameLength, float realFrameLength)
|
|
{
|
|
m.Simulation2.Update((int)(simFrameLength*1000));
|
|
m.Simulation2.Interpolate(simFrameLength, 0, realFrameLength);
|
|
|
|
if (m.WalkEnabled && m.CurrentSpeed)
|
|
{
|
|
CmpPtr<ICmpPosition> cmpPosition(m.Simulation2, m.Entity);
|
|
if (cmpPosition)
|
|
{
|
|
// Move the model by speed*simFrameLength forwards
|
|
float z = cmpPosition->GetPosition().Z.ToFloat();
|
|
z -= m.CurrentSpeed*simFrameLength;
|
|
// Wrap at the edges, so it doesn't run off into the horizon
|
|
ssize_t c = TERRAIN_TILE_SIZE * m.Terrain.GetPatchesPerSide()*PATCH_SIZE/2;
|
|
if (z < c - TERRAIN_TILE_SIZE*PATCH_SIZE * 0.1f)
|
|
z = c + TERRAIN_TILE_SIZE*PATCH_SIZE * 0.1f;
|
|
cmpPosition->JumpTo(cmpPosition->GetPosition().X, entity_pos_t::FromFloat(z));
|
|
}
|
|
}
|
|
}
|