Changeset View
Changeset View
Standalone View
Standalone View
ps/trunk/source/simulation2/components/CCmpRallyPointRenderer.cpp
Show All 10 Lines | |||||
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the | * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the | ||||
* GNU General Public License for more details. | * GNU General Public License for more details. | ||||
* | * | ||||
* You should have received a copy of the GNU General Public License | * 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/>. | * along with 0 A.D. If not, see <http://www.gnu.org/licenses/>. | ||||
*/ | */ | ||||
#include "precompiled.h" | #include "precompiled.h" | ||||
#include "CCmpItineraryPointRenderer.h" | |||||
#include "ICmpRallyPointRenderer.h" | #include "ICmpRallyPointRenderer.h" | ||||
#include "simulation2/MessageTypes.h" | #include "simulation2/MessageTypes.h" | ||||
#include "simulation2/components/ICmpFootprint.h" | #include "simulation2/components/ICmpFootprint.h" | ||||
#include "simulation2/components/ICmpObstructionManager.h" | #include "simulation2/components/ICmpObstructionManager.h" | ||||
#include "simulation2/components/ICmpOwnership.h" | #include "simulation2/components/ICmpOwnership.h" | ||||
#include "simulation2/components/ICmpPathfinder.h" | #include "simulation2/components/ICmpPathfinder.h" | ||||
#include "simulation2/components/ICmpPlayer.h" | #include "simulation2/components/ICmpPlayer.h" | ||||
#include "simulation2/components/ICmpPlayerManager.h" | #include "simulation2/components/ICmpPlayerManager.h" | ||||
#include "simulation2/components/ICmpPosition.h" | #include "simulation2/components/ICmpPosition.h" | ||||
#include "simulation2/components/ICmpRangeManager.h" | #include "simulation2/components/ICmpRangeManager.h" | ||||
#include "simulation2/components/ICmpTerrain.h" | #include "simulation2/components/ICmpTerrain.h" | ||||
#include "simulation2/components/ICmpVisual.h" | #include "simulation2/components/ICmpVisual.h" | ||||
#include "simulation2/components/ICmpWaterManager.h" | #include "simulation2/components/ICmpWaterManager.h" | ||||
#include "simulation2/helpers/Render.h" | #include "simulation2/helpers/Render.h" | ||||
#include "simulation2/helpers/Geometry.h" | #include "simulation2/helpers/Geometry.h" | ||||
#include "simulation2/system/Component.h" | #include "simulation2/system/Component.h" | ||||
#include "graphics/Overlay.h" | #include "graphics/Overlay.h" | ||||
#include "graphics/TextureManager.h" | #include "graphics/TextureManager.h" | ||||
#include "ps/CLogger.h" | #include "ps/CLogger.h" | ||||
#include "ps/Profile.h" | #include "ps/Profile.h" | ||||
#include "renderer/Renderer.h" | #include "renderer/Renderer.h" | ||||
struct SVisibilitySegment | class CCmpRallyPointRenderer : public CCmpItineraryPointRenderer, public ICmpRallyPointRenderer | ||||
{ | { | ||||
bool m_Visible; | |||||
size_t m_StartIndex; | |||||
size_t m_EndIndex; // inclusive | |||||
SVisibilitySegment(bool visible, size_t startIndex, size_t endIndex) | |||||
: m_Visible(visible), m_StartIndex(startIndex), m_EndIndex(endIndex) | |||||
{} | |||||
bool operator==(const SVisibilitySegment& other) const | |||||
{ | |||||
return (m_Visible == other.m_Visible && m_StartIndex == other.m_StartIndex && m_EndIndex == other.m_EndIndex); | |||||
} | |||||
bool operator!=(const SVisibilitySegment& other) const | |||||
{ | |||||
return !(*this == other); | |||||
} | |||||
bool IsSinglePoint() const | |||||
{ | |||||
return (m_StartIndex == m_EndIndex); | |||||
} | |||||
}; | |||||
class CCmpRallyPointRenderer : public ICmpRallyPointRenderer | |||||
{ | |||||
// import some types for less verbosity | |||||
typedef WaypointPath Path; | |||||
typedef PathGoal Goal; | |||||
typedef ICmpRangeManager::CLosQuerier CLosQuerier; | |||||
typedef SOverlayTexturedLine::LineCapType LineCapType; | |||||
public: | public: | ||||
static void ClassInit(CComponentManager& componentManager) | static void ClassInit(CComponentManager& componentManager) | ||||
{ | { | ||||
componentManager.SubscribeToMessageType(MT_OwnershipChanged); | CCmpItineraryPointRenderer::ClassInit(componentManager); | ||||
componentManager.SubscribeToMessageType(MT_TurnStart); | |||||
componentManager.SubscribeToMessageType(MT_Destroy); | |||||
componentManager.SubscribeToMessageType(MT_PositionChanged); | |||||
} | } | ||||
DEFAULT_COMPONENT_ALLOCATOR(RallyPointRenderer) | DEFAULT_COMPONENT_ALLOCATOR(RallyPointRenderer) | ||||
protected: | |||||
/// Display position of the rally points. Note that this are merely the display positions; they not necessarily the same as the | |||||
/// actual positions used in the simulation at any given time. In particular, we need this separate copy to support | |||||
/// instantaneously rendering the rally point markers/lines when the user sets one in-game (instead of waiting until the | |||||
/// network-synchronization code sets it on the RallyPoint component, which might take up to half a second). | |||||
std::vector<CFixedVector2D> m_RallyPoints; | |||||
/// Full path to the rally points as returned by the pathfinder, with some post-processing applied to reduce zig/zagging. | |||||
std::vector<std::vector<CVector2D> > m_Path; | |||||
/// Visibility segments of the rally point paths; splits the path into SoD/non-SoD segments. | |||||
std::deque<std::deque<SVisibilitySegment> > m_VisibilitySegments; | |||||
bool m_Displayed; ///< Should we render the rally points and the path lines? (set from JS when e.g. the unit is selected/deselected) | |||||
bool m_SmoothPath; ///< Smooth the path before rendering? | |||||
std::vector<entity_id_t> m_MarkerEntityIds; ///< Entity IDs of the rally point markers. | |||||
size_t m_LastMarkerCount; | |||||
player_id_t m_LastOwner; ///< Last seen owner of this entity (used to keep track of ownership changes). | |||||
std::wstring m_MarkerTemplate; ///< Template name of the rally point markers. | |||||
/// Marker connector line settings (loaded from XML) | |||||
float m_LineThickness; | |||||
CColor m_LineColor; | |||||
CColor m_LineDashColor; | |||||
LineCapType m_LineStartCapType; | |||||
LineCapType m_LineEndCapType; | |||||
std::wstring m_LineTexturePath; | |||||
std::wstring m_LineTextureMaskPath; | |||||
std::string m_LinePassabilityClass; ///< Pathfinder passability class to use for computing the (long-range) marker line path. | |||||
CTexturePtr m_Texture; | |||||
CTexturePtr m_TextureMask; | |||||
/// Textured overlay lines to be used for rendering the marker line. There can be multiple because we may need to render | |||||
/// dashes for segments that are inside the SoD. | |||||
std::vector<std::vector<SOverlayTexturedLine> > m_TexturedOverlayLines; | |||||
/// Draw little overlay circles to indicate where the exact path points are? | |||||
bool m_EnableDebugNodeOverlay; | |||||
std::vector<std::vector<SOverlayLine> > m_DebugNodeOverlays; | |||||
public: | public: | ||||
static std::string GetSchema() | static std::string GetSchema() | ||||
{ | { | ||||
return | return | ||||
"<a:help>Displays a rally point marker where created units will gather when spawned</a:help>" | "<a:help>Displays a rally point marker where created units will gather when spawned</a:help>" | ||||
"<a:example>" | "<a:example>" | ||||
"<MarkerTemplate>special/rallypoint</MarkerTemplate>" | "<MarkerTemplate>special/rallypoint</MarkerTemplate>" | ||||
"<LineThickness>0.75</LineThickness>" | "<LineThickness>0.75</LineThickness>" | ||||
"<LineStartCap>round</LineStartCap>" | "<LineStartCap>round</LineStartCap>" | ||||
"<LineEndCap>square</LineEndCap>" | "<LineEndCap>square</LineEndCap>" | ||||
"<LineColor r='20' g='128' b='240'></LineColor>" | "<LineColor r='20' g='128' b='240'></LineColor>" | ||||
"<LineDashColor r='158' g='11' b='15'></LineDashColor>" | "<LineDashColor r='158' g='11' b='15'></LineDashColor>" | ||||
"<LinePassabilityClass>default</LinePassabilityClass>" | "<LinePassabilityClass>default</LinePassabilityClass>" | ||||
"</a:example>" | "</a:example>" | ||||
"<element name='MarkerTemplate' a:help='Template name for the rally point marker entity (typically a waypoint flag actor)'>" | "<element name='MarkerTemplate' a:help='Template name for the rally point marker entity (typically a waypoint flag actor)'>" | ||||
"<text/>" | "<text/>" | ||||
"</element>" | "</element>" | ||||
"<element name='LineTexture' a:help='Texture file to use for the rally point line'>" | "<element name='LineTexture' a:help='Texture file to use for the rally point line'>" | ||||
"<text />" | "<text />" | ||||
"</element>" | "</element>" | ||||
"<element name='LineTextureMask' a:help='Texture mask to indicate where overlay colors are to be applied (see LineColor and LineDashColor)'>" | "<element name='LineTextureMask' a:help='Texture mask to indicate where overlay colors are to be applied (see LineColor and LineDashColor)'>" | ||||
"<text />" | "<text />" | ||||
"</element>" | "</element>" | ||||
"<element name='LineThickness' a:help='Thickness of the marker line connecting the entity to the rally point marker'>" | "<element name='LineThickness' a:help='Thickness of the marker line connecting the entity to the rally point marker'>" | ||||
"<data type='decimal'/>" | "<data type='decimal'/>" | ||||
"</element>" | "</element>" | ||||
"<element name='LineColor'>" | "<element name='LineColor'>" | ||||
"<attribute name='r'>" | "<attribute name='r'>" | ||||
"<data type='integer'><param name='minInclusive'>0</param><param name='maxInclusive'>255</param></data>" | "<data type='integer'><param name='minInclusive'>0</param><param name='maxInclusive'>255</param></data>" | ||||
"</attribute>" | "</attribute>" | ||||
"<attribute name='g'>" | "<attribute name='g'>" | ||||
"<data type='integer'><param name='minInclusive'>0</param><param name='maxInclusive'>255</param></data>" | "<data type='integer'><param name='minInclusive'>0</param><param name='maxInclusive'>255</param></data>" | ||||
"</attribute>" | "</attribute>" | ||||
"<attribute name='b'>" | "<attribute name='b'>" | ||||
"<data type='integer'><param name='minInclusive'>0</param><param name='maxInclusive'>255</param></data>" | "<data type='integer'><param name='minInclusive'>0</param><param name='maxInclusive'>255</param></data>" | ||||
"</attribute>" | "</attribute>" | ||||
"</element>" | "</element>" | ||||
"<element name='LineDashColor'>" | "<element name='LineDashColor'>" | ||||
"<attribute name='r'>" | "<attribute name='r'>" | ||||
"<data type='integer'><param name='minInclusive'>0</param><param name='maxInclusive'>255</param></data>" | "<data type='integer'><param name='minInclusive'>0</param><param name='maxInclusive'>255</param></data>" | ||||
"</attribute>" | "</attribute>" | ||||
"<attribute name='g'>" | "<attribute name='g'>" | ||||
"<data type='integer'><param name='minInclusive'>0</param><param name='maxInclusive'>255</param></data>" | "<data type='integer'><param name='minInclusive'>0</param><param name='maxInclusive'>255</param></data>" | ||||
"</attribute>" | "</attribute>" | ||||
"<attribute name='b'>" | "<attribute name='b'>" | ||||
"<data type='integer'><param name='minInclusive'>0</param><param name='maxInclusive'>255</param></data>" | "<data type='integer'><param name='minInclusive'>0</param><param name='maxInclusive'>255</param></data>" | ||||
"</attribute>" | "</attribute>" | ||||
"</element>" | "</element>" | ||||
"<element name='LineStartCap'>" | "<element name='LineStartCap'>" | ||||
"<choice>" | "<choice>" | ||||
"<value a:help='Abrupt line ending; line endings are not closed'>flat</value>" | "<value a:help='Abrupt line ending; line endings are not closed'>flat</value>" | ||||
"<value a:help='Semi-circular line end cap'>round</value>" | "<value a:help='Semi-circular line end cap'>round</value>" | ||||
"<value a:help='Sharp, pointy line end cap'>sharp</value>" | "<value a:help='Sharp, pointy line end cap'>sharp</value>" | ||||
"<value a:help='Square line end cap'>square</value>" | "<value a:help='Square line end cap'>square</value>" | ||||
"</choice>" | "</choice>" | ||||
"</element>" | "</element>" | ||||
"<element name='LineEndCap'>" | "<element name='LineEndCap'>" | ||||
"<choice>" | "<choice>" | ||||
"<value a:help='Abrupt line ending; line endings are not closed'>flat</value>" | "<value a:help='Abrupt line ending; line endings are not closed'>flat</value>" | ||||
"<value a:help='Semi-circular line end cap'>round</value>" | "<value a:help='Semi-circular line end cap'>round</value>" | ||||
"<value a:help='Sharp, pointy line end cap'>sharp</value>" | "<value a:help='Sharp, pointy line end cap'>sharp</value>" | ||||
"<value a:help='Square line end cap'>square</value>" | "<value a:help='Square line end cap'>square</value>" | ||||
"</choice>" | "</choice>" | ||||
"</element>" | "</element>" | ||||
"<element name='LinePassabilityClass' a:help='The pathfinder passability class to use for computing the rally point marker line path'>" | "<element name='LinePassabilityClass' a:help='The pathfinder passability class to use for computing the rally point marker line path'>" | ||||
"<text />" | "<text />" | ||||
"</element>"; | "</element>"; | ||||
} | } | ||||
virtual void Init(const CParamNode& paramNode); | virtual void Init(const CParamNode& paramNode) | ||||
{ | |||||
CCmpItineraryPointRenderer::Init(paramNode); | |||||
} | |||||
virtual void Deinit() | virtual void Deinit() | ||||
{ | { | ||||
CCmpItineraryPointRenderer::Deinit(); | |||||
} | } | ||||
virtual void Serialize(ISerializer& UNUSED(serialize)) | virtual void Serialize(ISerializer& UNUSED(serialize)) | ||||
{ | { | ||||
// do NOT serialize anything; this is a rendering-only component, it does not and should not affect simulation state | |||||
} | } | ||||
virtual void Deserialize(const CParamNode& paramNode, IDeserializer& deserialize) | |||||
virtual void Deserialize(const CParamNode& paramNode, IDeserializer& UNUSED(deserialize)) | |||||
{ | { | ||||
Init(paramNode); | CCmpItineraryPointRenderer::Deserialize(paramNode, deserialize); | ||||
} | } | ||||
virtual void AddPosition_wrapper(const CFixedVector2D& pos) | |||||
{ | |||||
CCmpItineraryPointRenderer::AddPosition_wrapper(pos); | |||||
} | |||||
virtual void HandleMessage(const CMessage& msg, bool UNUSED(global)) | virtual void HandleMessage(const CMessage& msg, bool UNUSED(global)) | ||||
{ | { | ||||
switch (msg.GetType()) | switch (msg.GetType()) | ||||
{ | { | ||||
case MT_RenderSubmit: | case MT_RenderSubmit: | ||||
{ | { | ||||
PROFILE("RallyPoint::RenderSubmit"); | PROFILE("RallyPoint::RenderSubmit"); | ||||
if (m_Displayed && IsSet()) | if (m_Displayed && CCmpItineraryPointRenderer::IsSet()) | ||||
{ | { | ||||
const CMessageRenderSubmit& msgData = static_cast<const CMessageRenderSubmit&> (msg); | const CMessageRenderSubmit& msgData = static_cast<const CMessageRenderSubmit&> (msg); | ||||
RenderSubmit(msgData.collector); | RenderSubmit(msgData.collector); | ||||
} | } | ||||
} | } | ||||
break; | break; | ||||
case MT_OwnershipChanged: | case MT_OwnershipChanged: | ||||
{ | { | ||||
UpdateMarkers(); // update marker variation to new player's civilization | UpdateMarkers(); // update marker variation to new player's civilization | ||||
} | } | ||||
break; | break; | ||||
case MT_TurnStart: | case MT_TurnStart: | ||||
{ | { | ||||
UpdateOverlayLines(); // check for changes to the SoD and update the overlay lines accordingly | UpdateOverlayLines(); // check for changes to the SoD and update the overlay lines accordingly | ||||
} | } | ||||
break; | break; | ||||
case MT_Destroy: | case MT_Destroy: | ||||
{ | { | ||||
for (std::vector<entity_id_t>::iterator it = m_MarkerEntityIds.begin(); it < m_MarkerEntityIds.end(); ++it) | for (std::deque<entity_id_t>::iterator it = m_MarkerEntityIds.begin(); it < m_MarkerEntityIds.end(); ++it) | ||||
{ | { | ||||
if (*it != INVALID_ENTITY) | if (*it != INVALID_ENTITY) | ||||
{ | { | ||||
GetSimContext().GetComponentManager().DestroyComponentsSoon(*it); | GetSimContext().GetComponentManager().DestroyComponentsSoon(*it); | ||||
*it = INVALID_ENTITY; | *it = INVALID_ENTITY; | ||||
} | } | ||||
} | } | ||||
} | } | ||||
break; | break; | ||||
case MT_PositionChanged: | case MT_PositionChanged: | ||||
{ | { | ||||
// Unlikely to happen in-game, but can occur in atlas | // Unlikely to happen in-game, but can occur in atlas | ||||
// Just recompute the path from the entity to the first rally point | // Just recompute the path from the entity to the first rally point | ||||
RecomputeRallyPointPath_wrapper(0); | RecomputeItineraryPointPath_wrapper(0); | ||||
} | } | ||||
break; | break; | ||||
} | } | ||||
} | } | ||||
virtual bool IsSet() const | |||||
/* | |||||
* Must be called whenever m_Displayed or the size of m_RallyPoints change, | |||||
* to determine whether we need to respond to render messages. | |||||
*/ | |||||
void UpdateMessageSubscriptions() | |||||
{ | { | ||||
bool needRender = m_Displayed && IsSet(); | return CCmpItineraryPointRenderer::IsSet(); | ||||
GetSimContext().GetComponentManager().DynamicSubscriptionNonsync(MT_RenderSubmit, this, needRender); | |||||
} | } | ||||
virtual void SetDisplayed(bool displayed) | |||||
virtual void AddPosition_wrapper(const CFixedVector2D& pos) | |||||
{ | { | ||||
AddPosition(pos, false); | CCmpItineraryPointRenderer::SetDisplayed(displayed); | ||||
} | } | ||||
virtual void SetPosition(const CFixedVector2D& pos) | virtual void SetPosition(const CFixedVector2D& pos) | ||||
{ | { | ||||
if (!(m_RallyPoints.size() == 1 && m_RallyPoints.front() == pos)) | CCmpItineraryPointRenderer::SetPosition(pos); | ||||
{ | |||||
m_RallyPoints.clear(); | |||||
AddPosition(pos, true); | |||||
// Don't need to UpdateMessageSubscriptions here since AddPosition already calls it | |||||
} | } | ||||
virtual void UpdateMessageSubscriptions() | |||||
{ | |||||
bool needRender = m_Displayed && CCmpItineraryPointRenderer::IsSet(); | |||||
GetSimContext().GetComponentManager().DynamicSubscriptionNonsync(MT_RenderSubmit, this, needRender); | |||||
} | } | ||||
virtual void UpdatePosition(u32 rallyPointId, const CFixedVector2D& pos) | virtual void UpdatePosition(u32 rallyPointId, const CFixedVector2D& pos) | ||||
{ | { | ||||
if (rallyPointId >= m_RallyPoints.size()) | if (rallyPointId >= m_ItineraryPoints.size()) | ||||
return; | return; | ||||
m_RallyPoints[rallyPointId] = pos; | m_ItineraryPoints[rallyPointId] = pos; | ||||
UpdateMarkers(); | UpdateMarkers(); | ||||
// Compute a new path for the current, and if existing the next rally point | // Compute a new path for the current, and if existing the next rally point | ||||
RecomputeRallyPointPath_wrapper(rallyPointId); | RecomputeItineraryPointPath_wrapper(rallyPointId); | ||||
if (rallyPointId+1 < m_RallyPoints.size()) | if (rallyPointId + 1 < m_ItineraryPoints.size()) | ||||
RecomputeRallyPointPath_wrapper(rallyPointId+1); | RecomputeItineraryPointPath_wrapper(rallyPointId + 1); | ||||
} | |||||
virtual void SetDisplayed(bool displayed) | |||||
{ | |||||
if (m_Displayed != displayed) | |||||
{ | |||||
m_Displayed = displayed; | |||||
// move the markers out of oblivion and back into the real world, or vice-versa | |||||
UpdateMarkers(); | |||||
// Check for changes to the SoD and update the overlay lines accordingly. We need to do this here because this method | |||||
// only takes effect when the display flag is active; we need to pick up changes to the SoD that might have occurred | |||||
// while this rally point was not being displayed. | |||||
UpdateOverlayLines(); | |||||
UpdateMessageSubscriptions(); | |||||
} | |||||
} | } | ||||
virtual void Reset() | virtual void Reset() | ||||
{ | { | ||||
m_RallyPoints.clear(); | m_ItineraryPoints.clear(); | ||||
RecomputeAllRallyPointPaths(); | RecomputeAllItineraryPointPaths(); | ||||
UpdateMessageSubscriptions(); | UpdateMessageSubscriptions(); | ||||
} | } | ||||
/** | protected: | ||||
* Returns true if at least one display rally point is set; i.e., if we have a point to render our marker/line at. | |||||
*/ | virtual void AddPosition(CFixedVector2D pos, bool recompute) | ||||
bool IsSet() const | |||||
{ | { | ||||
return !m_RallyPoints.empty(); | CCmpItineraryPointRenderer::AddPosition(pos, recompute); | ||||
} | } | ||||
virtual void ConstructAllOverlayLines() | |||||
private: | |||||
/** | |||||
* Helper function for AddPosition_wrapper and SetPosition. | |||||
*/ | |||||
void AddPosition(CFixedVector2D pos, bool recompute) | |||||
{ | { | ||||
m_RallyPoints.push_back(pos); | CCmpItineraryPointRenderer::ConstructAllOverlayLines(); | ||||
UpdateMarkers(); | |||||
if (recompute) | |||||
RecomputeAllRallyPointPaths(); | |||||
else | |||||
RecomputeRallyPointPath_wrapper(m_RallyPoints.size()-1); | |||||
UpdateMessageSubscriptions(); | |||||
} | } | ||||
/** | virtual void GetVisibilitySegments(std::deque<SVisibilitySegment>& out, size_t index) const | ||||
* Repositions the rally point markers; moves them outside of the world (ie. hides them), or positions them at the currently | { | ||||
* set rally points. Also updates the actor's variation according to the entity's current owning player's civilization. | out.clear(); | ||||
* | |||||
* Should be called whenever either the position of a rally point changes (including whether it is set or not), or the display | |||||
* flag changes, or the ownership of the entity changes. | |||||
*/ | |||||
void UpdateMarkers(); | |||||
/** | |||||
* Recomputes all the full paths from this entity to the rally point and from the rally point to the next, and does all the necessary | |||||
* post-processing to make them prettier. | |||||
* | |||||
* Should be called whenever all rally points' position changes. | |||||
*/ | |||||
void RecomputeAllRallyPointPaths(); | |||||
/** | |||||
* Recomputes the full path for m_Path[ @p index], and does all the necessary post-processing to make it prettier. | |||||
* | |||||
* Should be called whenever either the starting position or the rally point's position changes. | |||||
*/ | |||||
void RecomputeRallyPointPath_wrapper(size_t index); | |||||
/** | |||||
* Recomputes the full path from this entity/the previous rally point to the next rally point, and does all the necessary | |||||
* post-processing to make it prettier. This doesn't check if we have a valid position or if a rally point is set. | |||||
* | |||||
* You shouldn't need to call this method directly. | |||||
*/ | |||||
void RecomputeRallyPointPath(size_t index, CmpPtr<ICmpPosition>& cmpPosition, CmpPtr<ICmpFootprint>& cmpFootprint, CmpPtr<ICmpPathfinder> cmpPathfinder); | |||||
/** | |||||
* Checks for changes to the SoD to the previously saved state, and reconstructs the visibility segments and overlay lines to | |||||
* match if necessary. Does nothing if the rally point lines are not currently set to be displayed, or if no rally point is set. | |||||
*/ | |||||
void UpdateOverlayLines(); | |||||
/** | |||||
* Sets up all overlay lines for rendering according to the current full path and visibility segments. Splits the line into solid | |||||
* and dashed pieces (for the SoD). Should be called whenever the SoD has changed. If no full path is currently set, this method | |||||
* does nothing. | |||||
*/ | |||||
void ConstructAllOverlayLines(); | |||||
/** | |||||
* Sets up the overlay lines for rendering according to the full path and visibility segments at @p index. Splits the line into | |||||
* solid and dashed pieces (for the SoD). Should be called whenever the SoD of the path at @p index has changed. | |||||
*/ | |||||
void ConstructOverlayLines(size_t index); | |||||
/** | |||||
* Removes points from @p coords that are obstructed by the originating building's footprint, and links up the last point | |||||
* nicely to the edge of the building's footprint. Only needed if the pathfinder can possibly return obstructed tile waypoints, | |||||
* i.e. when pathfinding is started from an obstructed tile. | |||||
*/ | |||||
void FixFootprintWaypoints(std::vector<CVector2D>& coords, CmpPtr<ICmpPosition> cmpPosition, CmpPtr<ICmpFootprint> cmpFootprint) const; | |||||
/** | |||||
* Get the point on the footprint edge that's as close from "start" as possible. | |||||
*/ | |||||
void GetClosestsEdgePointFrom(CFixedVector2D& result, CFixedVector2D& start, CmpPtr<ICmpPosition> cmpPosition, CmpPtr<ICmpFootprint> cmpFootprint) const; | |||||
/** | |||||
* Returns a list of indices of waypoints in the current path (m_Path[index]) where the LOS visibility changes, ordered from | |||||
* building/previous rally point to rally point. Used to construct the overlay line segments and track changes to the SoD. | |||||
*/ | |||||
void GetVisibilitySegments(std::deque<SVisibilitySegment>& out, size_t index) const; | |||||
/** | |||||
* Simplifies the path by removing waypoints that lie between two points that are visible from one another. This is primarily | |||||
* intended to reduce some unnecessary curviness of the path; the pathfinder returns a mathematically (near-)optimal path, which | |||||
* will happily curve and bend to reduce costs. Visually, it doesn't make sense for a rally point path to curve and bend when it | |||||
* could just as well have gone in a straight line; that's why we have this, to make it look more natural. | |||||
* | |||||
* @p coords array of path coordinates to simplify | |||||
* @p maxSegmentLinks if non-zero, indicates the maximum amount of consecutive node-to-node links that can be joined into a | |||||
* single link. If this value is set to e.g. 1, then no reductions will be performed. A value of 3 means that | |||||
* at most 3 consecutive node links will be joined into a single link. | |||||
* @p floating whether to consider nodes who are under the water level as floating on top of the water | |||||
*/ | |||||
void ReduceSegmentsByVisibility(std::vector<CVector2D>& coords, unsigned maxSegmentLinks = 0, bool floating = true) const; | |||||
/** | if (m_Path[index].size() < 2) | ||||
* Helper function to GetVisibilitySegments, factored out for testing. Merges single-point segments with its neighbouring | return; | ||||
* segments. You should not have to call this method directly. | |||||
*/ | |||||
static void MergeVisibilitySegments(std::deque<SVisibilitySegment>& segments); | |||||
void RenderSubmit(SceneCollector& collector); | CmpPtr<ICmpRangeManager> cmpRangeMgr(GetSystemEntity()); | ||||
}; | |||||
REGISTER_COMPONENT_TYPE(RallyPointRenderer) | player_id_t currentPlayer = GetSimContext().GetCurrentDisplayedPlayer(); | ||||
CLosQuerier losQuerier(cmpRangeMgr->GetLosQuerier(currentPlayer)); | |||||
void CCmpRallyPointRenderer::Init(const CParamNode& paramNode) | // go through the path node list, comparing each node's visibility with the previous one. If it changes, end the current segment and start | ||||
{ | // a new one at the next point. | ||||
m_Displayed = false; | |||||
m_SmoothPath = true; | |||||
m_LastOwner = INVALID_PLAYER; | |||||
m_LastMarkerCount = 0; | |||||
m_EnableDebugNodeOverlay = false; | |||||
// --------------------------------------------------------------------------------------------- | |||||
// load some XML configuration data (schema guarantees that all these nodes are valid) | |||||
m_MarkerTemplate = paramNode.GetChild("MarkerTemplate").ToString(); | |||||
const CParamNode& lineColor = paramNode.GetChild("LineColor"); | |||||
m_LineColor = CColor( | |||||
lineColor.GetChild("@r").ToInt()/255.f, | |||||
lineColor.GetChild("@g").ToInt()/255.f, | |||||
lineColor.GetChild("@b").ToInt()/255.f, | |||||
1.f | |||||
); | |||||
const CParamNode& lineDashColor = paramNode.GetChild("LineDashColor"); | bool lastVisible = losQuerier.IsExplored( | ||||
m_LineDashColor = CColor( | (fixed::FromFloat(m_Path[index][0].X) / (int)TERRAIN_TILE_SIZE).ToInt_RoundToNearest(), | ||||
lineDashColor.GetChild("@r").ToInt()/255.f, | (fixed::FromFloat(m_Path[index][0].Y) / (int)TERRAIN_TILE_SIZE).ToInt_RoundToNearest() | ||||
lineDashColor.GetChild("@g").ToInt()/255.f, | |||||
lineDashColor.GetChild("@b").ToInt()/255.f, | |||||
1.f | |||||
); | ); | ||||
size_t curSegmentStartIndex = 0; // starting node index of the current segment | |||||
m_LineThickness = paramNode.GetChild("LineThickness").ToFixed().ToFloat(); | for (size_t k = 1; k < m_Path[index].size(); ++k) | ||||
m_LineTexturePath = paramNode.GetChild("LineTexture").ToString(); | { | ||||
m_LineTextureMaskPath = paramNode.GetChild("LineTextureMask").ToString(); | // grab tile indices for this coord | ||||
m_LineStartCapType = SOverlayTexturedLine::StrToLineCapType(paramNode.GetChild("LineStartCap").ToString()); | int i = (fixed::FromFloat(m_Path[index][k].X) / (int)TERRAIN_TILE_SIZE).ToInt_RoundToNearest(); | ||||
m_LineEndCapType = SOverlayTexturedLine::StrToLineCapType(paramNode.GetChild("LineEndCap").ToString()); | int j = (fixed::FromFloat(m_Path[index][k].Y) / (int)TERRAIN_TILE_SIZE).ToInt_RoundToNearest(); | ||||
m_LinePassabilityClass = paramNode.GetChild("LinePassabilityClass").ToUTF8(); | |||||
// --------------------------------------------------------------------------------------------- | |||||
// load some textures | |||||
if (CRenderer::IsInitialised()) | bool nodeVisible = losQuerier.IsExplored(i, j); | ||||
if (nodeVisible != lastVisible) | |||||
{ | { | ||||
CTextureProperties texturePropsBase(m_LineTexturePath); | // visibility changed; write out the segment that was just completed and get ready for the new one | ||||
texturePropsBase.SetWrap(GL_CLAMP_TO_BORDER, GL_CLAMP_TO_EDGE); | out.push_back(SVisibilitySegment(lastVisible, curSegmentStartIndex, k - 1)); | ||||
texturePropsBase.SetMaxAnisotropy(4.f); | |||||
m_Texture = g_Renderer.GetTextureManager().CreateTexture(texturePropsBase); | |||||
CTextureProperties texturePropsMask(m_LineTextureMaskPath); | //curSegmentStartIndex = k; // new segment starts here | ||||
texturePropsMask.SetWrap(GL_CLAMP_TO_BORDER, GL_CLAMP_TO_EDGE); | curSegmentStartIndex = k - 1; | ||||
texturePropsMask.SetMaxAnisotropy(4.f); | lastVisible = nodeVisible; | ||||
m_TextureMask = g_Renderer.GetTextureManager().CreateTexture(texturePropsMask); | |||||
} | |||||
} | } | ||||
void CCmpRallyPointRenderer::UpdateMarkers() | } | ||||
{ | |||||
player_id_t previousOwner = m_LastOwner; | |||||
for (size_t i = 0; i < m_RallyPoints.size(); ++i) | |||||
{ | |||||
if (i >= m_MarkerEntityIds.size()) | |||||
m_MarkerEntityIds.push_back(INVALID_ENTITY); | |||||
if (m_MarkerEntityIds[i] == INVALID_ENTITY) | // terminate the last segment | ||||
{ | out.push_back(SVisibilitySegment(lastVisible, curSegmentStartIndex, m_Path[index].size() - 1)); | ||||
// no marker exists yet, create one first | |||||
CComponentManager& componentMgr = GetSimContext().GetComponentManager(); | |||||
// allocate a new entity for the marker | MergeVisibilitySegments(out); | ||||
if (!m_MarkerTemplate.empty()) | |||||
{ | |||||
m_MarkerEntityIds[i] = componentMgr.AllocateNewLocalEntity(); | |||||
if (m_MarkerEntityIds[i] != INVALID_ENTITY) | |||||
m_MarkerEntityIds[i] = componentMgr.AddEntity(m_MarkerTemplate, m_MarkerEntityIds[i]); | |||||
} | |||||
} | } | ||||
static void MergeVisibilitySegments(std::deque<SVisibilitySegment>& segments) | |||||
{ | |||||
// Scan for single-point segments; if they are inbetween two other segments, delete them and merge the surrounding segments. | |||||
// If they're at either end of the path, include them in their bordering segment (but only if those bordering segments aren't | |||||
// themselves single-point segments, because then we would want those to get absorbed by its surrounding ones first). | |||||
// the marker entity should be valid at this point, otherwise something went wrong trying to allocate it | // first scan for absorptions of single-point surrounded segments (i.e. excluding edge segments) | ||||
if (m_MarkerEntityIds[i] == INVALID_ENTITY) | size_t numSegments = segments.size(); | ||||
LOGERROR("Failed to create rally point marker entity"); | |||||
CmpPtr<ICmpPosition> markerCmpPosition(GetSimContext(), m_MarkerEntityIds[i]); | // WARNING: FOR LOOP TRICKERY AHEAD! | ||||
if (markerCmpPosition) | for (size_t i = 1; i < numSegments - 1;) | ||||
{ | { | ||||
if (m_Displayed && IsSet()) | SVisibilitySegment& segment = segments[i]; | ||||
if (segment.IsSinglePoint()) | |||||
{ | { | ||||
markerCmpPosition->MoveTo(m_RallyPoints[i].X, m_RallyPoints[i].Y); | // since the segments' visibility alternates, the surrounding ones should have the same visibility | ||||
ENSURE(segments[i - 1].m_Visible == segments[i + 1].m_Visible); | |||||
segments[i - 1].m_EndIndex = segments[i + 1].m_EndIndex; // make previous segment span all the way across to the next | |||||
segments.erase(segments.begin() + i); // erase this segment ... | |||||
segments.erase(segments.begin() + i); // and the next (we removed [i], so [i+1] is now at position [i]) | |||||
numSegments -= 2; // we removed 2 segments, so update the loop condition | |||||
// in the next iteration, i should still point to the segment right after the one that got expanded, which is now | |||||
// at position i; so don't increment i here | |||||
} | } | ||||
else | else | ||||
{ | { | ||||
markerCmpPosition->MoveOutOfWorld(); // hide it | ++i; | ||||
} | } | ||||
} | } | ||||
// set rally point flag selection based on player civilization | ENSURE(numSegments == segments.size()); | ||||
CmpPtr<ICmpOwnership> cmpOwnership(GetEntityHandle()); | |||||
if (!cmpOwnership) | |||||
continue; | |||||
player_id_t ownerId = cmpOwnership->GetOwner(); | |||||
if (ownerId == INVALID_PLAYER || (ownerId == previousOwner && m_LastMarkerCount >= i)) | |||||
continue; | |||||
m_LastOwner = ownerId; | |||||
CmpPtr<ICmpPlayerManager> cmpPlayerManager(GetSystemEntity()); | |||||
// cmpPlayerManager should not be null as long as this method is called on-demand instead of at Init() time | |||||
// (we can't rely on component initialization order in Init()) | |||||
if (!cmpPlayerManager) | |||||
continue; | |||||
CmpPtr<ICmpPlayer> cmpPlayer(GetSimContext(), cmpPlayerManager->GetPlayerByID(ownerId)); | // check to see if the first segment needs to be merged with its neighbour | ||||
if (!cmpPlayer) | if (segments.size() >= 2 && segments[0].IsSinglePoint()) | ||||
continue; | { | ||||
int firstSegmentStartIndex = segments.front().m_StartIndex; | |||||
ENSURE(firstSegmentStartIndex == 0); | |||||
ENSURE(!segments[1].IsSinglePoint()); // at this point, the second segment should never be a single-point segment | |||||
CmpPtr<ICmpVisual> cmpVisualActor(GetSimContext(), m_MarkerEntityIds[i]); | segments.erase(segments.begin()); | ||||
if (cmpVisualActor) | segments.front().m_StartIndex = firstSegmentStartIndex; | ||||
cmpVisualActor->SetVariant("civ", CStrW(cmpPlayer->GetCiv()).ToUTF8()); | |||||
} | |||||
m_LastMarkerCount = m_RallyPoints.size() - 1; | |||||
} | } | ||||
void CCmpRallyPointRenderer::RecomputeAllRallyPointPaths() | // check to see if the last segment needs to be merged with its neighbour | ||||
if (segments.size() >= 2 && segments[segments.size() - 1].IsSinglePoint()) | |||||
{ | { | ||||
m_Path.clear(); | int lastSegmentEndIndex = segments.back().m_EndIndex; | ||||
m_VisibilitySegments.clear(); | ENSURE(!segments[segments.size() - 2].IsSinglePoint()); // at this point, the second-to-last segment should never be a single-point segment | ||||
m_TexturedOverlayLines.clear(); | |||||
//// <DEBUG> /////////////////////////////////////////////// | |||||
if (m_EnableDebugNodeOverlay) | |||||
m_DebugNodeOverlays.clear(); | |||||
//// </DEBUG> ////////////////////////////////////////////// | |||||
if (!IsSet()) | |||||
return; // no use computing a path if the rally point isn't set | |||||
CmpPtr<ICmpPosition> cmpPosition(GetEntityHandle()); | |||||
if (!cmpPosition || !cmpPosition->IsInWorld()) | |||||
return; // no point going on if this entity doesn't have a position or is outside of the world | |||||
CmpPtr<ICmpFootprint> cmpFootprint(GetEntityHandle()); | |||||
CmpPtr<ICmpPathfinder> cmpPathfinder(GetSystemEntity()); | |||||
for (size_t i = 0; i < m_RallyPoints.size(); ++i) | segments.erase(segments.end()); | ||||
{ | segments.back().m_EndIndex = lastSegmentEndIndex; | ||||
RecomputeRallyPointPath(i, cmpPosition, cmpFootprint, cmpPathfinder); | |||||
} | |||||
} | } | ||||
void CCmpRallyPointRenderer::RecomputeRallyPointPath_wrapper(size_t index) | // -------------------------------------------------------------------------------------------------------- | ||||
// at this point, every segment should have at least 2 points | |||||
for (size_t i = 0; i < segments.size(); ++i) | |||||
{ | { | ||||
if (!IsSet()) | ENSURE(!segments[i].IsSinglePoint()); | ||||
return; // no use computing a path if the rally point isn't set | ENSURE(segments[i].m_EndIndex > segments[i].m_StartIndex); | ||||
CmpPtr<ICmpPosition> cmpPosition(GetEntityHandle()); | |||||
if (!cmpPosition || !cmpPosition->IsInWorld()) | |||||
return; // no point going on if this entity doesn't have a position or is outside of the world | |||||
CmpPtr<ICmpFootprint> cmpFootprint(GetEntityHandle()); | |||||
CmpPtr<ICmpPathfinder> cmpPathfinder(GetSystemEntity()); | |||||
RecomputeRallyPointPath(index, cmpPosition, cmpFootprint, cmpPathfinder); | |||||
} | } | ||||
} | |||||
void CCmpRallyPointRenderer::RecomputeRallyPointPath(size_t index, CmpPtr<ICmpPosition>& cmpPosition, CmpPtr<ICmpFootprint>& cmpFootprint, CmpPtr<ICmpPathfinder> cmpPathfinder) | virtual void RecomputeItineraryPointPath(size_t index, CmpPtr<ICmpPosition>& cmpPosition, CmpPtr<ICmpFootprint>& cmpFootprint, CmpPtr<ICmpPathfinder> cmpPathfinder) | ||||
{ | { | ||||
while (index >= m_Path.size()) | while (index >= m_Path.size()) | ||||
{ | { | ||||
std::vector<CVector2D> tmp; | std::vector<CVector2D> tmp; | ||||
m_Path.push_back(tmp); | m_Path.push_back(tmp); | ||||
} | } | ||||
m_Path[index].clear(); | m_Path[index].clear(); | ||||
while (index >= m_VisibilitySegments.size()) | while (index >= m_VisibilitySegments.size()) | ||||
{ | { | ||||
std::deque<SVisibilitySegment> tmp; | std::deque<SVisibilitySegment> tmp; | ||||
m_VisibilitySegments.push_back(tmp); | m_VisibilitySegments.push_back(tmp); | ||||
} | } | ||||
m_VisibilitySegments[index].clear(); | m_VisibilitySegments[index].clear(); | ||||
// Find a long path to the goal point -- this uses the tile-based pathfinder, which will return a | // Find a long path to the goal point -- this uses the tile-based pathfinder, which will return a | ||||
// list of waypoints (i.e. a Path) from the goal to the foundation/previous rally point, where each | // list of waypoints (i.e. a Path) from the goal to the foundation/previous rally point, where each | ||||
// waypoint is centered at a tile. We'll have to do some post-processing on the path to get it smooth. | // waypoint is centered at a tile. We'll have to do some post-processing on the path to get it smooth. | ||||
Path path; | Path path; | ||||
std::vector<Waypoint>& waypoints = path.m_Waypoints; | std::vector<Waypoint>& waypoints = path.m_Waypoints; | ||||
CFixedVector2D start(cmpPosition->GetPosition2D()); | CFixedVector2D start(cmpPosition->GetPosition2D()); | ||||
Goal goal = { Goal::POINT, m_RallyPoints[index].X, m_RallyPoints[index].Y }; | Goal goal = { Goal::POINT, m_ItineraryPoints[index].X, m_ItineraryPoints[index].Y }; | ||||
if (index == 0) | if (index == 0) | ||||
GetClosestsEdgePointFrom(start,m_RallyPoints[index], cmpPosition, cmpFootprint); | GetClosestsEdgePointFrom(start, m_ItineraryPoints[index], cmpPosition, cmpFootprint); | ||||
else | else | ||||
{ | { | ||||
start.X = m_RallyPoints[index-1].X; | start.X = m_ItineraryPoints[index - 1].X; | ||||
start.Y = m_RallyPoints[index-1].Y; | start.Y = m_ItineraryPoints[index - 1].Y; | ||||
} | } | ||||
cmpPathfinder->ComputePath(start.X, start.Y, goal, cmpPathfinder->GetPassabilityClass(m_LinePassabilityClass), path); | cmpPathfinder->ComputePath(start.X, start.Y, goal, cmpPathfinder->GetPassabilityClass(m_LinePassabilityClass), path); | ||||
// Check if we got a path back; if not we probably have two markers less than one tile apart. | // Check if we got a path back; if not we probably have two markers less than one tile apart. | ||||
if (path.m_Waypoints.size() < 2) | if (path.m_Waypoints.size() < 2) | ||||
{ | { | ||||
m_Path[index].emplace_back(start.X.ToFloat(), start.Y.ToFloat()); | m_Path[index].emplace_back(start.X.ToFloat(), start.Y.ToFloat()); | ||||
m_Path[index].emplace_back(m_RallyPoints[index].X.ToFloat(), m_RallyPoints[index].Y.ToFloat()); | m_Path[index].emplace_back(m_ItineraryPoints[index].X.ToFloat(), m_ItineraryPoints[index].Y.ToFloat()); | ||||
return; | return; | ||||
} | } | ||||
else if (index == 0) | else if (index == 0) | ||||
{ | { | ||||
// sometimes this ends up not being optimal if you asked for a long path, so improve. | // sometimes this ends up not being optimal if you asked for a long path, so improve. | ||||
CFixedVector2D newend(waypoints[waypoints.size()-2].x,waypoints[waypoints.size()-2].z); | CFixedVector2D newend(waypoints[waypoints.size() - 2].x, waypoints[waypoints.size() - 2].z); | ||||
GetClosestsEdgePointFrom(newend,newend, cmpPosition, cmpFootprint); | GetClosestsEdgePointFrom(newend, newend, cmpPosition, cmpFootprint); | ||||
waypoints.back().x = newend.X; | waypoints.back().x = newend.X; | ||||
waypoints.back().z = newend.Y; | waypoints.back().z = newend.Y; | ||||
} | } | ||||
else | else | ||||
{ | { | ||||
// make sure we actually start at the rallypoint because the pathfinder moves us to a usable tile. | // make sure we actually start at the rallypoint because the pathfinder moves us to a usable tile. | ||||
waypoints.back().x = m_RallyPoints[index-1].X; | waypoints.back().x = m_ItineraryPoints[index - 1].X; | ||||
waypoints.back().z = m_RallyPoints[index-1].Y; | waypoints.back().z = m_ItineraryPoints[index - 1].Y; | ||||
} | } | ||||
// pathfinder makes us go to the nearest passable cell which isn't always what we want | // pathfinder makes us go to the nearest passable cell which isn't always what we want | ||||
waypoints[0].x = m_RallyPoints[index].X; | waypoints[0].x = m_ItineraryPoints[index].X; | ||||
waypoints[0].z = m_RallyPoints[index].Y; | waypoints[0].z = m_ItineraryPoints[index].Y; | ||||
// From here on, we choose to represent the waypoints as CVector2D floats to avoid to have to convert back and forth | // From here on, we choose to represent the waypoints as CVector2D floats to avoid to have to convert back and forth | ||||
// between fixed-point Waypoint/CFixedVector2D and various other float-based formats used by interpolation and whatnot. | // between fixed-point Waypoint/CFixedVector2D and various other float-based formats used by interpolation and whatnot. | ||||
// Since we'll only be further using these points for rendering purposes, using floats should be fine. | // Since we'll only be further using these points for rendering purposes, using floats should be fine. | ||||
for (Waypoint& waypoint : waypoints) | for (Waypoint& waypoint : waypoints) | ||||
m_Path[index].emplace_back(waypoint.x.ToFloat(), waypoint.z.ToFloat()); | m_Path[index].emplace_back(waypoint.x.ToFloat(), waypoint.z.ToFloat()); | ||||
// add the start position | // add the start position | ||||
// m_Path[index].emplace_back(m_RallyPoints[index].X.ToFloat(), m_RallyPoints[index].Y.ToFloat()); | // m_Path[index].emplace_back(m_ItineraryPoints[index].X.ToFloat(), m_ItineraryPoints[index].Y.ToFloat()); | ||||
// Post-processing | // Post-processing | ||||
// Linearize the path; | // Linearize the path; | ||||
// Pass through the waypoints, averaging each waypoint with its next one except the last one. Because the path | // Pass through the waypoints, averaging each waypoint with its next one except the last one. Because the path | ||||
// goes from the marker to this entity/the previous flag and we want to keep the point at the marker's exact position, | // goes from the marker to this entity/the previous flag and we want to keep the point at the marker's exact position, | ||||
// loop backwards through the waypoints so that the marker waypoint is maintained. | // loop backwards through the waypoints so that the marker waypoint is maintained. | ||||
// TODO: see if we can do this at the same time as the waypoint -> coord conversion above | // TODO: see if we can do this at the same time as the waypoint -> coord conversion above | ||||
for(size_t i = m_Path[index].size() - 2; i > 0; --i) | for (size_t i = m_Path[index].size() - 2; i > 0; --i) | ||||
m_Path[index][i] = (m_Path[index][i] + m_Path[index][i-1]) / 2.0f; | m_Path[index][i] = (m_Path[index][i] + m_Path[index][i - 1]) / 2.0f; | ||||
// if there's a footprint and this path starts from this entity, remove any points returned by the pathfinder that may be on obstructed footprint tiles | // if there's a footprint and this path starts from this entity, remove any points returned by the pathfinder that may be on obstructed footprint tiles | ||||
//if (index == 0 && cmpFootprint) | //if (index == 0 && cmpFootprint) | ||||
// FixFootprintWaypoints(m_Path[index], cmpPosition, cmpFootprint); | // FixFootprintWaypoints(m_Path[index], cmpPosition, cmpFootprint); | ||||
// Eliminate some consecutive waypoints that are visible from eachother. Reduce across a maximum distance of approx. 6 tiles | // Eliminate some consecutive waypoints that are visible from eachother. Reduce across a maximum distance of approx. 6 tiles | ||||
// (prevents segments that are too long to properly stick to the terrain) | // (prevents segments that are too long to properly stick to the terrain) | ||||
ReduceSegmentsByVisibility(m_Path[index], 6); | ReduceSegmentsByVisibility(m_Path[index], 6); | ||||
// Debug overlays | // Debug overlays | ||||
if (m_EnableDebugNodeOverlay) | if (m_EnableDebugNodeOverlay) | ||||
{ | { | ||||
while (index >= m_DebugNodeOverlays.size()) | while (index >= m_DebugNodeOverlays.size()) | ||||
m_DebugNodeOverlays.emplace_back(); | m_DebugNodeOverlays.emplace_back(); | ||||
m_DebugNodeOverlays[index].clear(); | m_DebugNodeOverlays[index].clear(); | ||||
} | } | ||||
if (m_EnableDebugNodeOverlay && m_SmoothPath) | if (m_EnableDebugNodeOverlay && m_SmoothPath) | ||||
{ | { | ||||
// Create separate control point overlays so we can differentiate when using smoothing (offset them a little higher from the | // Create separate control point overlays so we can differentiate when using smoothing (offset them a little higher from the | ||||
// terrain so we can still see them after the interpolated points are added) | // terrain so we can still see them after the interpolated points are added) | ||||
for (CVector2D& point : m_Path[index]) | for (CVector2D& point : m_Path[index]) | ||||
{ | { | ||||
SOverlayLine overlayLine; | SOverlayLine overlayLine; | ||||
overlayLine.m_Color = CColor(1.0f, 0.0f, 0.0f, 1.0f); | overlayLine.m_Color = CColor(1.0f, 0.0f, 0.0f, 1.0f); | ||||
overlayLine.m_Thickness = 2; | overlayLine.m_Thickness = 2; | ||||
SimRender::ConstructSquareOnGround(GetSimContext(), point.X, point.Y, 0.2f, 0.2f, 1.0f, overlayLine, true); | SimRender::ConstructSquareOnGround(GetSimContext(), point.X, point.Y, 0.2f, 0.2f, 1.0f, overlayLine, true); | ||||
m_DebugNodeOverlays[index].push_back(overlayLine); | m_DebugNodeOverlays[index].push_back(overlayLine); | ||||
} | } | ||||
} | } | ||||
if (m_SmoothPath) | if (m_SmoothPath) | ||||
// The number of points to interpolate goes hand in hand with the maximum amount of node links allowed to be joined together | // The number of points to interpolate goes hand in hand with the maximum amount of node links allowed to be joined together | ||||
// by the visibility reduction. The more node links that can be joined together, the more interpolated points you need to | // by the visibility reduction. The more node links that can be joined together, the more interpolated points you need to | ||||
// generate to be able to deal with local terrain height changes. | // generate to be able to deal with local terrain height changes. | ||||
SimRender::InterpolatePointsRNS(m_Path[index], false, 0, 4); // no offset, keep line at its exact path | SimRender::InterpolatePointsRNS(m_Path[index], false, 0, 4); // no offset, keep line at its exact path | ||||
// find which point is the last visible point before going into the SoD, so we have a point to compare to on the next turn | // find which point is the last visible point before going into the SoD, so we have a point to compare to on the next turn | ||||
GetVisibilitySegments(m_VisibilitySegments[index], index); | GetVisibilitySegments(m_VisibilitySegments[index], index); | ||||
// build overlay lines for the new path | // build overlay lines for the new path | ||||
ConstructOverlayLines(index); | ConstructOverlayLines(index); | ||||
} | } | ||||
virtual void RecomputeItineraryPointPath_wrapper(size_t index) | |||||
{ | |||||
if (!CCmpItineraryPointRenderer::IsSet()) | |||||
return; | |||||
void CCmpRallyPointRenderer::ConstructAllOverlayLines() | CmpPtr<ICmpPosition> cmpPosition(GetEntityHandle()); | ||||
if (!cmpPosition || !cmpPosition->IsInWorld()) | |||||
return; | |||||
CmpPtr<ICmpFootprint> cmpFootprint(GetEntityHandle()); | |||||
CmpPtr<ICmpPathfinder> cmpPathfinder(GetSystemEntity()); | |||||
RecomputeItineraryPointPath(index, cmpPosition, cmpFootprint, cmpPathfinder); | |||||
} | |||||
virtual void ReduceSegmentsByVisibility(std::vector<CVector2D>& coords, unsigned maxSegmentLinks = 0, bool floating = true) const | |||||
{ | { | ||||
m_TexturedOverlayLines.clear(); | CmpPtr<ICmpPathfinder> cmpPathFinder(GetSystemEntity()); | ||||
CmpPtr<ICmpTerrain> cmpTerrain(GetSystemEntity()); | |||||
CmpPtr<ICmpWaterManager> cmpWaterManager(GetSystemEntity()); | |||||
ENSURE(cmpPathFinder && cmpTerrain && cmpWaterManager); | |||||
for (size_t i = 0; i < m_Path.size(); ++i) | if (coords.size() < 3) | ||||
ConstructOverlayLines(i); | return; | ||||
// The basic idea is this: starting from a base node, keep checking each individual point along the path to see if there's a visible | |||||
// line between it and the base point. If so, keep going, otherwise, make the last visible point the new base node and start the same | |||||
// process from there on until the entire line is checked. The output is the array of base nodes. | |||||
std::vector<CVector2D> newCoords; | |||||
StationaryOnlyObstructionFilter obstructionFilter; | |||||
entity_pos_t lineRadius = fixed::FromFloat(m_LineThickness); | |||||
pass_class_t passabilityClass = cmpPathFinder->GetPassabilityClass(m_LinePassabilityClass); | |||||
newCoords.push_back(coords[0]); // save the first base node | |||||
size_t baseNodeIdx = 0; | |||||
size_t curNodeIdx = 1; | |||||
float baseNodeY; | |||||
entity_pos_t baseNodeX; | |||||
entity_pos_t baseNodeZ; | |||||
// set initial base node coords | |||||
baseNodeX = fixed::FromFloat(coords[baseNodeIdx].X); | |||||
baseNodeZ = fixed::FromFloat(coords[baseNodeIdx].Y); | |||||
baseNodeY = cmpTerrain->GetExactGroundLevel(coords[baseNodeIdx].X, coords[baseNodeIdx].Y); | |||||
if (floating) | |||||
baseNodeY = std::max(baseNodeY, cmpWaterManager->GetExactWaterLevel(coords[baseNodeIdx].X, coords[baseNodeIdx].Y)); | |||||
while (curNodeIdx < coords.size()) | |||||
{ | |||||
ENSURE(curNodeIdx > baseNodeIdx); // this needs to be true at all times, otherwise we're checking visibility between a point and itself | |||||
entity_pos_t curNodeX = fixed::FromFloat(coords[curNodeIdx].X); | |||||
entity_pos_t curNodeZ = fixed::FromFloat(coords[curNodeIdx].Y); | |||||
float curNodeY = cmpTerrain->GetExactGroundLevel(coords[curNodeIdx].X, coords[curNodeIdx].Y); | |||||
if (floating) | |||||
curNodeY = std::max(curNodeY, cmpWaterManager->GetExactWaterLevel(coords[curNodeIdx].X, coords[curNodeIdx].Y)); | |||||
// find out whether curNode is visible from baseNode (careful; this is in 2D only; terrain height differences are ignored!) | |||||
bool curNodeVisible = cmpPathFinder->CheckMovement(obstructionFilter, baseNodeX, baseNodeZ, curNodeX, curNodeZ, lineRadius, passabilityClass); | |||||
// since height differences are ignored by CheckMovement, let's call two points visible from one another only if they're at | |||||
// roughly the same terrain elevation | |||||
curNodeVisible = curNodeVisible && (fabsf(curNodeY - baseNodeY) < 3.f); // TODO: this could probably use some tuning | |||||
if (maxSegmentLinks > 0) | |||||
// max. amount of node-to-node links to be eliminated (unsigned subtraction is valid because curNodeIdx is always > baseNodeIdx) | |||||
curNodeVisible = curNodeVisible && ((curNodeIdx - baseNodeIdx) <= maxSegmentLinks); | |||||
if (!curNodeVisible) | |||||
{ | |||||
// current node is not visible from the base node, so the previous one was the last visible point from baseNode and should | |||||
// hence become the new base node for further iterations. | |||||
// if curNodeIdx is adjacent to the current baseNode (which is possible due to steep height differences, e.g. hills), then | |||||
// we should take care not to stay stuck at the current base node | |||||
if (curNodeIdx > baseNodeIdx + 1) | |||||
{ | |||||
baseNodeIdx = curNodeIdx - 1; | |||||
} | |||||
else | |||||
{ | |||||
// curNodeIdx == baseNodeIdx + 1 | |||||
baseNodeIdx = curNodeIdx; | |||||
curNodeIdx++; // move the next candidate node one forward so that we don't test a point against itself in the next iteration | |||||
} | |||||
newCoords.push_back(coords[baseNodeIdx]); // add new base node to output list | |||||
// update base node coordinates | |||||
baseNodeX = fixed::FromFloat(coords[baseNodeIdx].X); | |||||
baseNodeZ = fixed::FromFloat(coords[baseNodeIdx].Y); | |||||
baseNodeY = cmpTerrain->GetExactGroundLevel(coords[baseNodeIdx].X, coords[baseNodeIdx].Y); | |||||
if (floating) | |||||
baseNodeY = std::max(baseNodeY, cmpWaterManager->GetExactWaterLevel(coords[baseNodeIdx].X, coords[baseNodeIdx].Y)); | |||||
} | |||||
curNodeIdx++; | |||||
} | |||||
// we always need to add the last point back to the array; if e.g. all the points up to the last one are all visible from the current | |||||
// base node, then the loop above just ends and no endpoint is ever added to the list. | |||||
ENSURE(curNodeIdx == coords.size()); | |||||
newCoords.push_back(coords[coords.size() - 1]); | |||||
coords.swap(newCoords); | |||||
} | } | ||||
virtual void UpdateMarkers() | |||||
{ | |||||
player_id_t previousOwner = m_LastOwner; | |||||
for (size_t i = 0; i < m_ItineraryPoints.size(); ++i) | |||||
{ | |||||
if (i >= m_MarkerEntityIds.size()) | |||||
m_MarkerEntityIds.push_back(INVALID_ENTITY); | |||||
void CCmpRallyPointRenderer::ConstructOverlayLines(size_t index) | if (m_MarkerEntityIds[i] == INVALID_ENTITY) | ||||
{ | |||||
// no marker exists yet, create one first | |||||
CComponentManager& componentMgr = GetSimContext().GetComponentManager(); | |||||
// allocate a new entity for the marker | |||||
if (!m_MarkerTemplate.empty()) | |||||
{ | |||||
m_MarkerEntityIds[i] = componentMgr.AllocateNewLocalEntity(); | |||||
if (m_MarkerEntityIds[i] != INVALID_ENTITY) | |||||
m_MarkerEntityIds[i] = componentMgr.AddEntity(m_MarkerTemplate, m_MarkerEntityIds[i]); | |||||
} | |||||
} | |||||
// the marker entity should be valid at this point, otherwise something went wrong trying to allocate it | |||||
if (m_MarkerEntityIds[i] == INVALID_ENTITY) | |||||
LOGERROR("Failed to create rally point marker entity"); | |||||
CmpPtr<ICmpPosition> markerCmpPosition(GetSimContext(), m_MarkerEntityIds[i]); | |||||
if (markerCmpPosition) | |||||
{ | |||||
if (m_Displayed && CCmpItineraryPointRenderer::IsSet()) | |||||
{ | |||||
markerCmpPosition->MoveTo(m_ItineraryPoints[i].X, m_ItineraryPoints[i].Y); | |||||
} | |||||
else | |||||
{ | |||||
markerCmpPosition->MoveOutOfWorld(); // hide it | |||||
} | |||||
} | |||||
// set rally point flag selection based on player civilization | |||||
CmpPtr<ICmpOwnership> cmpOwnership(GetEntityHandle()); | |||||
if (!cmpOwnership) | |||||
continue; | |||||
player_id_t ownerId = cmpOwnership->GetOwner(); | |||||
if (ownerId == INVALID_PLAYER || (ownerId == previousOwner && m_LastMarkerCount >= i)) | |||||
continue; | |||||
m_LastOwner = ownerId; | |||||
CmpPtr<ICmpPlayerManager> cmpPlayerManager(GetSystemEntity()); | |||||
// cmpPlayerManager should not be null as long as this method is called on-demand instead of at Init() time | |||||
// (we can't rely on component initialization order in Init()) | |||||
if (!cmpPlayerManager) | |||||
continue; | |||||
CmpPtr<ICmpPlayer> cmpPlayer(GetSimContext(), cmpPlayerManager->GetPlayerByID(ownerId)); | |||||
if (!cmpPlayer) | |||||
continue; | |||||
CmpPtr<ICmpVisual> cmpVisualActor(GetSimContext(), m_MarkerEntityIds[i]); | |||||
if (cmpVisualActor) | |||||
cmpVisualActor->SetVariant("civ", CStrW(cmpPlayer->GetCiv()).ToUTF8()); | |||||
} | |||||
m_LastMarkerCount = m_ItineraryPoints.size() - 1; | |||||
} | |||||
virtual void UpdateOverlayLines() | |||||
{ | |||||
CCmpItineraryPointRenderer::UpdateOverlayLines(); | |||||
} | |||||
virtual void RecomputeAllItineraryPointPaths() | |||||
{ | |||||
m_Path.clear(); | |||||
m_VisibilitySegments.clear(); | |||||
m_TexturedOverlayLines.clear(); | |||||
if (!IsSet()) | |||||
return; // no use computing a path if the way point isn't set | |||||
CmpPtr<ICmpPosition> cmpPosition(GetSimContext(), GetEntityId()); | |||||
if (!cmpPosition || !cmpPosition->IsInWorld()) | |||||
return; // no point going on if this entity doesn't have a position or is outside of the world | |||||
// Not used | |||||
CmpPtr<ICmpFootprint> cmpFootprint(GetSimContext(), GetEntityId()); | |||||
CmpPtr<ICmpPathfinder> cmpPathfinder(GetSimContext(), SYSTEM_ENTITY); | |||||
for (size_t i = 0; i < m_ItineraryPoints.size(); ++i) | |||||
{ | |||||
RecomputeItineraryPointPath(i, cmpPosition, cmpFootprint, cmpPathfinder); | |||||
} | |||||
} | |||||
virtual void ConstructOverlayLines(size_t index) | |||||
{ | { | ||||
// We need to create a new SOverlayTexturedLine every time we want to change the coordinates after having passed it to the | // We need to create a new SOverlayTexturedLine every time we want to change the coordinates after having passed it to the | ||||
// renderer, because it does some fancy vertex buffering thing and caches them internally instead of recomputing them on every | // renderer, because it does some fancy vertex buffering thing and caches them internally instead of recomputing them on every | ||||
// pass (which is only sensible). | // pass (which is only sensible). | ||||
while (index >= m_TexturedOverlayLines.size()) | while (index >= m_TexturedOverlayLines.size()) | ||||
{ | { | ||||
std::vector<SOverlayTexturedLine> tmp; | std::list<SOverlayTexturedLine> tmp; | ||||
m_TexturedOverlayLines.push_back(tmp); | m_TexturedOverlayLines.push_back(tmp); | ||||
} | } | ||||
m_TexturedOverlayLines[index].clear(); | |||||
std::list<std::list<SOverlayTexturedLine> >::iterator iter = m_TexturedOverlayLines.begin(); | |||||
size_t count = index; | |||||
while (count--) | |||||
iter++; | |||||
(*iter).clear(); | |||||
if (m_Path[index].size() < 2) | if (m_Path[index].size() < 2) | ||||
return; | return; | ||||
LineCapType dashesLineCapType = SOverlayTexturedLine::LINECAP_ROUND; // line caps to use for the dashed segments (and any other segment's edges that border it) | LineCapType dashesLineCapType = SOverlayTexturedLine::LINECAP_ROUND; // line caps to use for the dashed segments (and any other segment's edges that border it) | ||||
for (std::deque<SVisibilitySegment>::const_iterator it = m_VisibilitySegments[index].begin(); it != m_VisibilitySegments[index].end(); ++it) | for (std::deque<SVisibilitySegment>::const_iterator it = m_VisibilitySegments[index].begin(); it != m_VisibilitySegments[index].end(); ++it) | ||||
{ | { | ||||
const SVisibilitySegment& segment = (*it); | const SVisibilitySegment& segment = (*it); | ||||
if (segment.m_Visible) | if (segment.m_Visible) | ||||
{ | { | ||||
// does this segment border on the building or rally point flag on either side? | // does this segment border on the building or rally point flag on either side? | ||||
bool bordersBuilding = (segment.m_EndIndex == m_Path[index].size() - 1); | bool bordersBuilding = (segment.m_EndIndex == m_Path[index].size() - 1); | ||||
bool bordersFlag = (segment.m_StartIndex == 0); | bool bordersFlag = (segment.m_StartIndex == 0); | ||||
// construct solid textured overlay line along a subset of the full path points from startPointIdx to endPointIdx | // construct solid textured overlay line along a subset of the full path points from startPointIdx to endPointIdx | ||||
SOverlayTexturedLine overlayLine; | SOverlayTexturedLine overlayLine; | ||||
overlayLine.m_Thickness = m_LineThickness; | overlayLine.m_Thickness = m_LineThickness; | ||||
overlayLine.m_SimContext = &GetSimContext(); | overlayLine.m_SimContext = &GetSimContext(); | ||||
overlayLine.m_TextureBase = m_Texture; | overlayLine.m_TextureBase = m_Texture; | ||||
overlayLine.m_TextureMask = m_TextureMask; | overlayLine.m_TextureMask = m_TextureMask; | ||||
overlayLine.m_Color = m_LineColor; | overlayLine.m_Color = m_LineColor; | ||||
overlayLine.m_Closed = false; | overlayLine.m_Closed = false; | ||||
// we should take care to only use m_LineXCap for the actual end points at the building and the rally point; any intermediate | // we should take care to only use m_LineXCap for the actual end points at the building and the rally point; any intermediate | ||||
// end points (i.e., that border a dashed segment) should have the dashed cap | // end points (i.e., that border a dashed segment) should have the dashed cap | ||||
// the path line is actually in reverse order as well, so let's swap out the start and end caps | // the path line is actually in reverse order as well, so let's swap out the start and end caps | ||||
overlayLine.m_StartCapType = (bordersFlag ? m_LineEndCapType : dashesLineCapType); | overlayLine.m_StartCapType = (bordersFlag ? m_LineEndCapType : dashesLineCapType); | ||||
overlayLine.m_EndCapType = (bordersBuilding ? m_LineStartCapType : dashesLineCapType); | overlayLine.m_EndCapType = (bordersBuilding ? m_LineStartCapType : dashesLineCapType); | ||||
overlayLine.m_AlwaysVisible = true; | overlayLine.m_AlwaysVisible = true; | ||||
// push overlay line coordinates | // push overlay line coordinates | ||||
ENSURE(segment.m_EndIndex > segment.m_StartIndex); | ENSURE(segment.m_EndIndex > segment.m_StartIndex); | ||||
for (size_t j = segment.m_StartIndex; j <= segment.m_EndIndex; ++j) // end index is inclusive here | for (size_t j = segment.m_StartIndex; j <= segment.m_EndIndex; ++j) // end index is inclusive here | ||||
{ | { | ||||
overlayLine.m_Coords.push_back(m_Path[index][j].X); | overlayLine.m_Coords.push_back(m_Path[index][j].X); | ||||
overlayLine.m_Coords.push_back(m_Path[index][j].Y); | overlayLine.m_Coords.push_back(m_Path[index][j].Y); | ||||
} | } | ||||
m_TexturedOverlayLines[index].push_back(overlayLine); | (*iter).push_back(overlayLine); | ||||
} | } | ||||
else | else | ||||
{ | { | ||||
// construct dashed line from startPointIdx to endPointIdx; add textured overlay lines for it to the render list | // construct dashed line from startPointIdx to endPointIdx; add textured overlay lines for it to the render list | ||||
std::vector<CVector2D> straightLine; | std::vector<CVector2D> straightLine; | ||||
straightLine.push_back(m_Path[index][segment.m_StartIndex]); | straightLine.push_back(m_Path[index][segment.m_StartIndex]); | ||||
straightLine.push_back(m_Path[index][segment.m_EndIndex]); | straightLine.push_back(m_Path[index][segment.m_EndIndex]); | ||||
// We always want to the dashed line to end at either point with a full dash (i.e. not a cleared space), so that the dashed | // We always want to the dashed line to end at either point with a full dash (i.e. not a cleared space), so that the dashed | ||||
// area is visually obvious. This requires some calculations to see what size we should make the dashes and clears for them | // area is visually obvious. This requires some calculations to see what size we should make the dashes and clears for them | ||||
// to fit exactly. | // to fit exactly. | ||||
float maxDashSize = 3.f; | float maxDashSize = 3.f; | ||||
float maxClearSize = 3.f; | float maxClearSize = 3.f; | ||||
float dashSize = maxDashSize; | float dashSize = maxDashSize; | ||||
float clearSize = maxClearSize; | float clearSize = maxClearSize; | ||||
float pairDashRatio = (dashSize / (dashSize + clearSize)); // ratio of the dash's length to a (dash + clear) pair's length | float pairDashRatio = (dashSize / (dashSize + clearSize)); // ratio of the dash's length to a (dash + clear) pair's length | ||||
float distance = (m_Path[index][segment.m_StartIndex] - m_Path[index][segment.m_EndIndex]).Length(); // straight-line distance between the points | float distance = (m_Path[index][segment.m_StartIndex] - m_Path[index][segment.m_EndIndex]).Length(); // straight-line distance between the points | ||||
// See how many pairs (dash + clear) of unmodified size can fit into the distance. Then check the remaining distance; if it's not exactly | // See how many pairs (dash + clear) of unmodified size can fit into the distance. Then check the remaining distance; if it's not exactly | ||||
// a dash size's worth (which it probably won't be), then adjust the dash/clear sizes slightly so that it is. | // a dash size's worth (which it probably won't be), then adjust the dash/clear sizes slightly so that it is. | ||||
int numFitUnmodified = floor(distance/(dashSize + clearSize)); | int numFitUnmodified = floor(distance / (dashSize + clearSize)); | ||||
float remainderDistance = distance - (numFitUnmodified * (dashSize + clearSize)); | float remainderDistance = distance - (numFitUnmodified * (dashSize + clearSize)); | ||||
// Now we want to make remainderDistance equal exactly one dash size (i.e. maxDashSize) by scaling dashSize and clearSize slightly. | // Now we want to make remainderDistance equal exactly one dash size (i.e. maxDashSize) by scaling dashSize and clearSize slightly. | ||||
// We have (remainderDistance - maxDashSize) of space to distribute over numFitUnmodified instances of (dashSize + clearSize) to make | // We have (remainderDistance - maxDashSize) of space to distribute over numFitUnmodified instances of (dashSize + clearSize) to make | ||||
// it fit, so each (dashSize + clearSize) pair needs to adjust its length by (remainderDistance - maxDashSize)/numFitUnmodified | // it fit, so each (dashSize + clearSize) pair needs to adjust its length by (remainderDistance - maxDashSize)/numFitUnmodified | ||||
// (which will be positive or negative accordingly). This number can then be distributed further proportionally among the dash's | // (which will be positive or negative accordingly). This number can then be distributed further proportionally among the dash's | ||||
// length and the clear's length. | // length and the clear's length. | ||||
// we always want to have at least one dash/clear pair (i.e., "|===| |===|"); also, we need to avoid division by zero below. | // we always want to have at least one dash/clear pair (i.e., "|===| |===|"); also, we need to avoid division by zero below. | ||||
numFitUnmodified = std::max(1, numFitUnmodified); | numFitUnmodified = std::max(1, numFitUnmodified); | ||||
float pairwiseLengthDifference = (remainderDistance - maxDashSize)/numFitUnmodified; // can be either positive or negative | float pairwiseLengthDifference = (remainderDistance - maxDashSize) / numFitUnmodified; // can be either positive or negative | ||||
dashSize += pairDashRatio * pairwiseLengthDifference; | dashSize += pairDashRatio * pairwiseLengthDifference; | ||||
clearSize += (1 - pairDashRatio) * pairwiseLengthDifference; | clearSize += (1 - pairDashRatio) * pairwiseLengthDifference; | ||||
// ------------------------------------------------------------------------------------------------ | // ------------------------------------------------------------------------------------------------ | ||||
SDashedLine dashedLine; | SDashedLine dashedLine; | ||||
SimRender::ConstructDashedLine(straightLine, dashedLine, dashSize, clearSize); | SimRender::ConstructDashedLine(straightLine, dashedLine, dashSize, clearSize); | ||||
// build overlay lines for dashes | // build overlay lines for dashes | ||||
size_t numDashes = dashedLine.m_StartIndices.size(); | size_t numDashes = dashedLine.m_StartIndices.size(); | ||||
for (size_t i=0; i < numDashes; i++) | for (size_t i = 0; i < numDashes; i++) | ||||
{ | { | ||||
SOverlayTexturedLine dashOverlay; | SOverlayTexturedLine dashOverlay; | ||||
dashOverlay.m_Thickness = m_LineThickness; | dashOverlay.m_Thickness = m_LineThickness; | ||||
dashOverlay.m_SimContext = &GetSimContext(); | dashOverlay.m_SimContext = &GetSimContext(); | ||||
dashOverlay.m_TextureBase = m_Texture; | dashOverlay.m_TextureBase = m_Texture; | ||||
dashOverlay.m_TextureMask = m_TextureMask; | dashOverlay.m_TextureMask = m_TextureMask; | ||||
dashOverlay.m_Color = m_LineDashColor; | dashOverlay.m_Color = m_LineDashColor; | ||||
dashOverlay.m_Closed = false; | dashOverlay.m_Closed = false; | ||||
dashOverlay.m_StartCapType = dashesLineCapType; | dashOverlay.m_StartCapType = dashesLineCapType; | ||||
dashOverlay.m_EndCapType = dashesLineCapType; | dashOverlay.m_EndCapType = dashesLineCapType; | ||||
dashOverlay.m_AlwaysVisible = true; | dashOverlay.m_AlwaysVisible = true; | ||||
// TODO: maybe adjust the elevation of the dashes to be a little lower, so that it slides underneath the actual path | // TODO: maybe adjust the elevation of the dashes to be a little lower, so that it slides underneath the actual path | ||||
size_t dashStartIndex = dashedLine.m_StartIndices[i]; | size_t dashStartIndex = dashedLine.m_StartIndices[i]; | ||||
size_t dashEndIndex = dashedLine.GetEndIndex(i); | size_t dashEndIndex = dashedLine.GetEndIndex(i); | ||||
ENSURE(dashEndIndex > dashStartIndex); | ENSURE(dashEndIndex > dashStartIndex); | ||||
for (size_t n = dashStartIndex; n < dashEndIndex; n++) | for (size_t n = dashStartIndex; n < dashEndIndex; n++) | ||||
{ | { | ||||
dashOverlay.m_Coords.push_back(dashedLine.m_Points[n].X); | dashOverlay.m_Coords.push_back(dashedLine.m_Points[n].X); | ||||
dashOverlay.m_Coords.push_back(dashedLine.m_Points[n].Y); | dashOverlay.m_Coords.push_back(dashedLine.m_Points[n].Y); | ||||
} | } | ||||
m_TexturedOverlayLines[index].push_back(dashOverlay); | (*iter).push_back(dashOverlay); | ||||
} | } | ||||
} | } | ||||
} | } | ||||
//// <DEBUG> ////////////////////////////////////////////// | //// <DEBUG> ////////////////////////////////////////////// | ||||
if (m_EnableDebugNodeOverlay) | if (m_EnableDebugNodeOverlay) | ||||
{ | { | ||||
while (index >= m_DebugNodeOverlays.size()) | while (index >= m_DebugNodeOverlays.size()) | ||||
{ | { | ||||
std::vector<SOverlayLine> tmp; | std::deque<SOverlayLine> tmp; | ||||
m_DebugNodeOverlays.push_back(tmp); | m_DebugNodeOverlays.push_back(tmp); | ||||
} | } | ||||
for (size_t j = 0; j < m_Path[index].size(); ++j) | for (size_t j = 0; j < m_Path[index].size(); ++j) | ||||
{ | { | ||||
SOverlayLine overlayLine; | SOverlayLine overlayLine; | ||||
overlayLine.m_Color = CColor(1.0f, 1.0f, 1.0f, 1.0f); | overlayLine.m_Color = CColor(1.0f, 1.0f, 1.0f, 1.0f); | ||||
overlayLine.m_Thickness = 1; | overlayLine.m_Thickness = 1; | ||||
SimRender::ConstructCircleOnGround(GetSimContext(), m_Path[index][j].X, m_Path[index][j].Y, 0.075f, overlayLine, true); | SimRender::ConstructCircleOnGround(GetSimContext(), m_Path[index][j].X, m_Path[index][j].Y, 0.075f, overlayLine, true); | ||||
m_DebugNodeOverlays[index].push_back(overlayLine); | m_DebugNodeOverlays[index].push_back(overlayLine); | ||||
} | } | ||||
} | } | ||||
//// </DEBUG> ////////////////////////////////////////////// | //// </DEBUG> ////////////////////////////////////////////// | ||||
} | } | ||||
virtual void RenderSubmit(SceneCollector& collector) | |||||
void CCmpRallyPointRenderer::UpdateOverlayLines() | |||||
{ | { | ||||
// We should only do this if the rally point is currently being displayed and set inside the world, otherwise it's a massive | CCmpItineraryPointRenderer::RenderSubmit(collector); | ||||
// waste of time to calculate all this stuff (this method is called every turn) | |||||
if (!m_Displayed || !IsSet()) | |||||
return; | |||||
// see if there have been any changes to the SoD by grabbing the visibility edge points and comparing them to the previous ones | |||||
std::deque<std::deque<SVisibilitySegment> > newVisibilitySegments; | |||||
for (size_t i = 0; i < m_Path.size(); ++i) | |||||
{ | |||||
std::deque<SVisibilitySegment> tmp; | |||||
newVisibilitySegments.push_back(tmp); | |||||
GetVisibilitySegments(newVisibilitySegments[i], i); | |||||
} | |||||
// Check if the full path changed, then reconstruct all overlay lines, otherwise check if a segment changed and update that. | |||||
if (m_VisibilitySegments.size() != newVisibilitySegments.size()) | |||||
{ | |||||
m_VisibilitySegments = newVisibilitySegments; // save the new visibility segments to compare against next time | |||||
ConstructAllOverlayLines(); | |||||
} | |||||
else | |||||
{ | |||||
for (size_t i = 0; i < m_VisibilitySegments.size(); ++i) | |||||
{ | |||||
if (m_VisibilitySegments[i] != newVisibilitySegments[i]) | |||||
{ | |||||
// The visibility segments have changed, reconstruct the overlay lines to match. NOTE: The path itself doesn't | |||||
// change, only the overlay lines we construct from it. | |||||
m_VisibilitySegments[i] = newVisibilitySegments[i]; // save the new visibility segments to compare against next time | |||||
ConstructOverlayLines(i); | |||||
} | |||||
} | |||||
} | |||||
} | } | ||||
void CCmpRallyPointRenderer::GetClosestsEdgePointFrom(CFixedVector2D& result, CFixedVector2D& start, CmpPtr<ICmpPosition> cmpPosition, CmpPtr<ICmpFootprint> cmpFootprint) const | /** | ||||
{ | * Removes points from @p coords that are obstructed by the originating building's footprint, and links up the last point | ||||
ENSURE(cmpPosition); | * nicely to the edge of the building's footprint. Only needed if the pathfinder can possibly return obstructed tile waypoints, | ||||
ENSURE(cmpFootprint); | * i.e. when pathfinding is started from an obstructed tile. | ||||
*/ | |||||
// grab the shape and dimensions of the footprint | virtual void FixFootprintWaypoints(std::vector<CVector2D>& coords, CmpPtr<ICmpPosition> cmpPosition, CmpPtr<ICmpFootprint> cmpFootprint) const | ||||
entity_pos_t footprintSize0, footprintSize1, footprintHeight; | |||||
ICmpFootprint::EShape footprintShape; | |||||
cmpFootprint->GetShape(footprintShape, footprintSize0, footprintSize1, footprintHeight); | |||||
// grab the center of the footprint | |||||
CFixedVector2D center = cmpPosition->GetPosition2D(); | |||||
switch (footprintShape) | |||||
{ | |||||
case ICmpFootprint::SQUARE: | |||||
{ | |||||
// in this case, footprintSize0 and 1 indicate the size along the X and Z axes, respectively. | |||||
// the building's footprint could be rotated any which way, so let's get the rotation around the Y axis | |||||
// and the rotated unit vectors in the X/Z plane of the shape's footprint | |||||
// (the Footprint itself holds only the outline, the Position holds the orientation) | |||||
fixed s, c; // sine and cosine of the Y axis rotation angle (aka the yaw) | |||||
fixed a = cmpPosition->GetRotation().Y; | |||||
sincos_approx(a, s, c); | |||||
CFixedVector2D u(c, -s); // unit vector along the rotated X axis | |||||
CFixedVector2D v(s, c); // unit vector along the rotated Z axis | |||||
CFixedVector2D halfSize(footprintSize0/2, footprintSize1/2); | |||||
CFixedVector2D footprintEdgePoint = Geometry::NearestPointOnSquare(start - center, u, v, halfSize); | |||||
result = center + footprintEdgePoint; | |||||
break; | |||||
} | |||||
case ICmpFootprint::CIRCLE: | |||||
{ | |||||
// in this case, both footprintSize0 and 1 indicate the circle's radius | |||||
// Transform target to the point nearest on the edge. | |||||
CFixedVector2D centerVec2D(center.X, center.Y); | |||||
CFixedVector2D centerToLast(start - centerVec2D); | |||||
centerToLast.Normalize(); | |||||
result = centerVec2D + (centerToLast.Multiply(footprintSize0)); | |||||
break; | |||||
} | |||||
} | |||||
} | |||||
void CCmpRallyPointRenderer::FixFootprintWaypoints(std::vector<CVector2D>& coords, CmpPtr<ICmpPosition> cmpPosition, CmpPtr<ICmpFootprint> cmpFootprint) const | |||||
{ | { | ||||
ENSURE(cmpPosition); | ENSURE(cmpPosition); | ||||
ENSURE(cmpFootprint); | ENSURE(cmpFootprint); | ||||
// ----------------------------------------------------------------------------------------------------- | // ----------------------------------------------------------------------------------------------------- | ||||
// TODO: nasty fixed/float conversions everywhere | // TODO: nasty fixed/float conversions everywhere | ||||
// grab the shape and dimensions of the footprint | // grab the shape and dimensions of the footprint | ||||
entity_pos_t footprintSize0, footprintSize1, footprintHeight; | entity_pos_t footprintSize0, footprintSize1, footprintHeight; | ||||
ICmpFootprint::EShape footprintShape; | ICmpFootprint::EShape footprintShape; | ||||
cmpFootprint->GetShape(footprintShape, footprintSize0, footprintSize1, footprintHeight); | cmpFootprint->GetShape(footprintShape, footprintSize0, footprintSize1, footprintHeight); | ||||
// grab the center of the footprint | // grab the center of the footprint | ||||
CFixedVector2D center = cmpPosition->GetPosition2D(); | CFixedVector2D center = cmpPosition->GetPosition2D(); | ||||
// ----------------------------------------------------------------------------------------------------- | // ----------------------------------------------------------------------------------------------------- | ||||
switch (footprintShape) | switch (footprintShape) | ||||
{ | { | ||||
case ICmpFootprint::SQUARE: | case ICmpFootprint::SQUARE: | ||||
{ | { | ||||
// in this case, footprintSize0 and 1 indicate the size along the X and Z axes, respectively. | // in this case, footprintSize0 and 1 indicate the size along the X and Z axes, respectively. | ||||
// the building's footprint could be rotated any which way, so let's get the rotation around the Y axis | // the building's footprint could be rotated any which way, so let's get the rotation around the Y axis | ||||
// and the rotated unit vectors in the X/Z plane of the shape's footprint | // and the rotated unit vectors in the X/Z plane of the shape's footprint | ||||
// (the Footprint itself holds only the outline, the Position holds the orientation) | // (the Footprint itself holds only the outline, the Position holds the orientation) | ||||
fixed s, c; // sine and cosine of the Y axis rotation angle (aka the yaw) | fixed s, c; // sine and cosine of the Y axis rotation angle (aka the yaw) | ||||
fixed a = cmpPosition->GetRotation().Y; | fixed a = cmpPosition->GetRotation().Y; | ||||
sincos_approx(a, s, c); | sincos_approx(a, s, c); | ||||
CFixedVector2D u(c, -s); // unit vector along the rotated X axis | CFixedVector2D u(c, -s); // unit vector along the rotated X axis | ||||
CFixedVector2D v(s, c); // unit vector along the rotated Z axis | CFixedVector2D v(s, c); // unit vector along the rotated Z axis | ||||
CFixedVector2D halfSize(footprintSize0/2, footprintSize1/2); | CFixedVector2D halfSize(footprintSize0 / 2, footprintSize1 / 2); | ||||
// starting from the start position, check if any points are within the footprint of the building | // starting from the start position, check if any points are within the footprint of the building | ||||
// (this is possible if the pathfinder was started from a point located within the footprint) | // (this is possible if the pathfinder was started from a point located within the footprint) | ||||
for(int i = (int)(coords.size() - 1); i >= 0; i--) | for (int i = (int)(coords.size() - 1); i >= 0; i--) | ||||
{ | { | ||||
const CVector2D& wp = coords[i]; | const CVector2D& wp = coords[i]; | ||||
if (Geometry::PointIsInSquare(CFixedVector2D(fixed::FromFloat(wp.X), fixed::FromFloat(wp.Y)) - center, u, v, halfSize)) | if (Geometry::PointIsInSquare(CFixedVector2D(fixed::FromFloat(wp.X), fixed::FromFloat(wp.Y)) - center, u, v, halfSize)) | ||||
{ | { | ||||
coords.erase(coords.begin() + i); | coords.erase(coords.begin() + i); | ||||
} | } | ||||
else | else | ||||
{ | { | ||||
break; // point no longer inside footprint, from this point on neither will any of the following be | break; // point no longer inside footprint, from this point on neither will any of the following be | ||||
} | } | ||||
} | } | ||||
// add a point right on the edge of the footprint (nearest to the last waypoint) so that it links up nicely with the rest of the path | // add a point right on the edge of the footprint (nearest to the last waypoint) so that it links up nicely with the rest of the path | ||||
CFixedVector2D lastWaypoint(fixed::FromFloat(coords.back().X), fixed::FromFloat(coords.back().Y)); | CFixedVector2D lastWaypoint(fixed::FromFloat(coords.back().X), fixed::FromFloat(coords.back().Y)); | ||||
CFixedVector2D footprintEdgePoint = Geometry::NearestPointOnSquare(lastWaypoint - center, u, v, halfSize); // relative to the shape origin (center) | CFixedVector2D footprintEdgePoint = Geometry::NearestPointOnSquare(lastWaypoint - center, u, v, halfSize); // relative to the shape origin (center) | ||||
CVector2D footprintEdge((center.X + footprintEdgePoint.X).ToFloat(), (center.Y + footprintEdgePoint.Y).ToFloat()); | CVector2D footprintEdge((center.X + footprintEdgePoint.X).ToFloat(), (center.Y + footprintEdgePoint.Y).ToFloat()); | ||||
coords.push_back(footprintEdge); | coords.push_back(footprintEdge); | ||||
} | } | ||||
break; | break; | ||||
case ICmpFootprint::CIRCLE: | case ICmpFootprint::CIRCLE: | ||||
{ | { | ||||
// in this case, both footprintSize0 and 1 indicate the circle's radius | // in this case, both footprintSize0 and 1 indicate the circle's radius | ||||
for(int i = (int)(coords.size() - 1); i >= 0; i--) | for (int i = (int)(coords.size() - 1); i >= 0; i--) | ||||
{ | { | ||||
const CVector2D& wp = coords[i]; | const CVector2D& wp = coords[i]; | ||||
fixed pointDistance = (CFixedVector2D(fixed::FromFloat(wp.X), fixed::FromFloat(wp.Y)) - center).Length(); | fixed pointDistance = (CFixedVector2D(fixed::FromFloat(wp.X), fixed::FromFloat(wp.Y)) - center).Length(); | ||||
if (pointDistance <= footprintSize0) | if (pointDistance <= footprintSize0) | ||||
{ | { | ||||
coords.erase(coords.begin() + i); | coords.erase(coords.begin() + i); | ||||
} | } | ||||
else | else | ||||
{ | { | ||||
break; // point no longer inside footprint, from this point on neither will any of the following be | break; // point no longer inside footprint, from this point on neither will any of the following be | ||||
} | } | ||||
} | } | ||||
// add a point right on the edge of the footprint so that it links up nicely with the rest of the path | // add a point right on the edge of the footprint so that it links up nicely with the rest of the path | ||||
CVector2D centerVec2D(center.X.ToFloat(), center.Y.ToFloat()); | CVector2D centerVec2D(center.X.ToFloat(), center.Y.ToFloat()); | ||||
CVector2D centerToLast(coords.back() - centerVec2D); | CVector2D centerToLast(coords.back() - centerVec2D); | ||||
coords.push_back(centerVec2D + (centerToLast.Normalized() * footprintSize0.ToFloat())); | coords.push_back(centerVec2D + (centerToLast.Normalized() * footprintSize0.ToFloat())); | ||||
} | } | ||||
break; | break; | ||||
} | } | ||||
} | } | ||||
void CCmpRallyPointRenderer::ReduceSegmentsByVisibility(std::vector<CVector2D>& coords, unsigned maxSegmentLinks, bool floating) const | /** | ||||
{ | * Get the point on the footprint edge that's as close from "start" as possible. | ||||
CmpPtr<ICmpPathfinder> cmpPathFinder(GetSystemEntity()); | */ | ||||
CmpPtr<ICmpTerrain> cmpTerrain(GetSystemEntity()); | virtual void GetClosestsEdgePointFrom(CFixedVector2D& result, CFixedVector2D& start, CmpPtr<ICmpPosition> cmpPosition, CmpPtr<ICmpFootprint> cmpFootprint) const | ||||
CmpPtr<ICmpWaterManager> cmpWaterManager(GetSystemEntity()); | |||||
ENSURE(cmpPathFinder && cmpTerrain && cmpWaterManager); | |||||
if (coords.size() < 3) | |||||
return; | |||||
// The basic idea is this: starting from a base node, keep checking each individual point along the path to see if there's a visible | |||||
// line between it and the base point. If so, keep going, otherwise, make the last visible point the new base node and start the same | |||||
// process from there on until the entire line is checked. The output is the array of base nodes. | |||||
std::vector<CVector2D> newCoords; | |||||
StationaryOnlyObstructionFilter obstructionFilter; | |||||
entity_pos_t lineRadius = fixed::FromFloat(m_LineThickness); | |||||
pass_class_t passabilityClass = cmpPathFinder->GetPassabilityClass(m_LinePassabilityClass); | |||||
newCoords.push_back(coords[0]); // save the first base node | |||||
size_t baseNodeIdx = 0; | |||||
size_t curNodeIdx = 1; | |||||
float baseNodeY; | |||||
entity_pos_t baseNodeX; | |||||
entity_pos_t baseNodeZ; | |||||
// set initial base node coords | |||||
baseNodeX = fixed::FromFloat(coords[baseNodeIdx].X); | |||||
baseNodeZ = fixed::FromFloat(coords[baseNodeIdx].Y); | |||||
baseNodeY = cmpTerrain->GetExactGroundLevel(coords[baseNodeIdx].X, coords[baseNodeIdx].Y); | |||||
if (floating) | |||||
baseNodeY = std::max(baseNodeY, cmpWaterManager->GetExactWaterLevel(coords[baseNodeIdx].X, coords[baseNodeIdx].Y)); | |||||
while (curNodeIdx < coords.size()) | |||||
{ | |||||
ENSURE(curNodeIdx > baseNodeIdx); // this needs to be true at all times, otherwise we're checking visibility between a point and itself | |||||
entity_pos_t curNodeX = fixed::FromFloat(coords[curNodeIdx].X); | |||||
entity_pos_t curNodeZ = fixed::FromFloat(coords[curNodeIdx].Y); | |||||
float curNodeY = cmpTerrain->GetExactGroundLevel(coords[curNodeIdx].X, coords[curNodeIdx].Y); | |||||
if (floating) | |||||
curNodeY = std::max(curNodeY, cmpWaterManager->GetExactWaterLevel(coords[curNodeIdx].X, coords[curNodeIdx].Y)); | |||||
// find out whether curNode is visible from baseNode (careful; this is in 2D only; terrain height differences are ignored!) | |||||
bool curNodeVisible = cmpPathFinder->CheckMovement(obstructionFilter, baseNodeX, baseNodeZ, curNodeX, curNodeZ, lineRadius, passabilityClass); | |||||
// since height differences are ignored by CheckMovement, let's call two points visible from one another only if they're at | |||||
// roughly the same terrain elevation | |||||
curNodeVisible = curNodeVisible && (fabsf(curNodeY - baseNodeY) < 3.f); // TODO: this could probably use some tuning | |||||
if (maxSegmentLinks > 0) | |||||
// max. amount of node-to-node links to be eliminated (unsigned subtraction is valid because curNodeIdx is always > baseNodeIdx) | |||||
curNodeVisible = curNodeVisible && ((curNodeIdx - baseNodeIdx) <= maxSegmentLinks); | |||||
if (!curNodeVisible) | |||||
{ | |||||
// current node is not visible from the base node, so the previous one was the last visible point from baseNode and should | |||||
// hence become the new base node for further iterations. | |||||
// if curNodeIdx is adjacent to the current baseNode (which is possible due to steep height differences, e.g. hills), then | |||||
// we should take care not to stay stuck at the current base node | |||||
if (curNodeIdx > baseNodeIdx + 1) | |||||
{ | |||||
baseNodeIdx = curNodeIdx - 1; | |||||
} | |||||
else | |||||
{ | |||||
// curNodeIdx == baseNodeIdx + 1 | |||||
baseNodeIdx = curNodeIdx; | |||||
curNodeIdx++; // move the next candidate node one forward so that we don't test a point against itself in the next iteration | |||||
} | |||||
newCoords.push_back(coords[baseNodeIdx]); // add new base node to output list | |||||
// update base node coordinates | |||||
baseNodeX = fixed::FromFloat(coords[baseNodeIdx].X); | |||||
baseNodeZ = fixed::FromFloat(coords[baseNodeIdx].Y); | |||||
baseNodeY = cmpTerrain->GetExactGroundLevel(coords[baseNodeIdx].X, coords[baseNodeIdx].Y); | |||||
if (floating) | |||||
baseNodeY = std::max(baseNodeY, cmpWaterManager->GetExactWaterLevel(coords[baseNodeIdx].X, coords[baseNodeIdx].Y)); | |||||
} | |||||
curNodeIdx++; | |||||
} | |||||
// we always need to add the last point back to the array; if e.g. all the points up to the last one are all visible from the current | |||||
// base node, then the loop above just ends and no endpoint is ever added to the list. | |||||
ENSURE(curNodeIdx == coords.size()); | |||||
newCoords.push_back(coords[coords.size() - 1]); | |||||
coords.swap(newCoords); | |||||
} | |||||
void CCmpRallyPointRenderer::GetVisibilitySegments(std::deque<SVisibilitySegment>& out, size_t index) const | |||||
{ | { | ||||
out.clear(); | ENSURE(cmpPosition); | ||||
ENSURE(cmpFootprint); | |||||
if (m_Path[index].size() < 2) | |||||
return; | |||||
CmpPtr<ICmpRangeManager> cmpRangeMgr(GetSystemEntity()); | |||||
player_id_t currentPlayer = GetSimContext().GetCurrentDisplayedPlayer(); | |||||
CLosQuerier losQuerier(cmpRangeMgr->GetLosQuerier(currentPlayer)); | |||||
// go through the path node list, comparing each node's visibility with the previous one. If it changes, end the current segment and start | // grab the shape and dimensions of the footprint | ||||
// a new one at the next point. | entity_pos_t footprintSize0, footprintSize1, footprintHeight; | ||||
ICmpFootprint::EShape footprintShape; | |||||
cmpFootprint->GetShape(footprintShape, footprintSize0, footprintSize1, footprintHeight); | |||||
bool lastVisible = losQuerier.IsExplored( | // grab the center of the footprint | ||||
(fixed::FromFloat(m_Path[index][0].X) / (int) TERRAIN_TILE_SIZE).ToInt_RoundToNearest(), | CFixedVector2D center = cmpPosition->GetPosition2D(); | ||||
(fixed::FromFloat(m_Path[index][0].Y) / (int) TERRAIN_TILE_SIZE).ToInt_RoundToNearest() | |||||
); | |||||
size_t curSegmentStartIndex = 0; // starting node index of the current segment | |||||
for (size_t k = 1; k < m_Path[index].size(); ++k) | switch (footprintShape) | ||||
{ | { | ||||
// grab tile indices for this coord | case ICmpFootprint::SQUARE: | ||||
int i = (fixed::FromFloat(m_Path[index][k].X) / (int)TERRAIN_TILE_SIZE).ToInt_RoundToNearest(); | |||||
int j = (fixed::FromFloat(m_Path[index][k].Y) / (int)TERRAIN_TILE_SIZE).ToInt_RoundToNearest(); | |||||
bool nodeVisible = losQuerier.IsExplored(i, j); | |||||
if (nodeVisible != lastVisible) | |||||
{ | { | ||||
// visibility changed; write out the segment that was just completed and get ready for the new one | // in this case, footprintSize0 and 1 indicate the size along the X and Z axes, respectively. | ||||
out.push_back(SVisibilitySegment(lastVisible, curSegmentStartIndex, k - 1)); | |||||
//curSegmentStartIndex = k; // new segment starts here | |||||
curSegmentStartIndex = k - 1; | |||||
lastVisible = nodeVisible; | |||||
} | |||||
} | // the building's footprint could be rotated any which way, so let's get the rotation around the Y axis | ||||
// and the rotated unit vectors in the X/Z plane of the shape's footprint | |||||
// (the Footprint itself holds only the outline, the Position holds the orientation) | |||||
// terminate the last segment | fixed s, c; // sine and cosine of the Y axis rotation angle (aka the yaw) | ||||
out.push_back(SVisibilitySegment(lastVisible, curSegmentStartIndex, m_Path[index].size() - 1)); | fixed a = cmpPosition->GetRotation().Y; | ||||
sincos_approx(a, s, c); | |||||
CFixedVector2D u(c, -s); // unit vector along the rotated X axis | |||||
CFixedVector2D v(s, c); // unit vector along the rotated Z axis | |||||
CFixedVector2D halfSize(footprintSize0 / 2, footprintSize1 / 2); | |||||
MergeVisibilitySegments(out); | CFixedVector2D footprintEdgePoint = Geometry::NearestPointOnSquare(start - center, u, v, halfSize); | ||||
result = center + footprintEdgePoint; | |||||
break; | |||||
} | } | ||||
case ICmpFootprint::CIRCLE: | |||||
void CCmpRallyPointRenderer::MergeVisibilitySegments(std::deque<SVisibilitySegment>& segments) | |||||
{ | |||||
// Scan for single-point segments; if they are inbetween two other segments, delete them and merge the surrounding segments. | |||||
// If they're at either end of the path, include them in their bordering segment (but only if those bordering segments aren't | |||||
// themselves single-point segments, because then we would want those to get absorbed by its surrounding ones first). | |||||
// first scan for absorptions of single-point surrounded segments (i.e. excluding edge segments) | |||||
size_t numSegments = segments.size(); | |||||
// WARNING: FOR LOOP TRICKERY AHEAD! | |||||
for (size_t i = 1; i < numSegments - 1;) | |||||
{ | |||||
SVisibilitySegment& segment = segments[i]; | |||||
if (segment.IsSinglePoint()) | |||||
{ | { | ||||
// since the segments' visibility alternates, the surrounding ones should have the same visibility | // in this case, both footprintSize0 and 1 indicate the circle's radius | ||||
ENSURE(segments[i-1].m_Visible == segments[i+1].m_Visible); | // Transform target to the point nearest on the edge. | ||||
CFixedVector2D centerVec2D(center.X, center.Y); | |||||
segments[i-1].m_EndIndex = segments[i+1].m_EndIndex; // make previous segment span all the way across to the next | CFixedVector2D centerToLast(start - centerVec2D); | ||||
segments.erase(segments.begin() + i); // erase this segment ... | centerToLast.Normalize(); | ||||
segments.erase(segments.begin() + i); // and the next (we removed [i], so [i+1] is now at position [i]) | result = centerVec2D + (centerToLast.Multiply(footprintSize0)); | ||||
numSegments -= 2; // we removed 2 segments, so update the loop condition | break; | ||||
// in the next iteration, i should still point to the segment right after the one that got expanded, which is now | |||||
// at position i; so don't increment i here | |||||
} | } | ||||
else | |||||
{ | |||||
++i; | |||||
} | } | ||||
} | } | ||||
}; | |||||
ENSURE(numSegments == segments.size()); | REGISTER_COMPONENT_TYPE(RallyPointRenderer) | ||||
// check to see if the first segment needs to be merged with its neighbour | |||||
if (segments.size() >= 2 && segments[0].IsSinglePoint()) | |||||
{ | |||||
int firstSegmentStartIndex = segments.front().m_StartIndex; | |||||
ENSURE(firstSegmentStartIndex == 0); | |||||
ENSURE(!segments[1].IsSinglePoint()); // at this point, the second segment should never be a single-point segment | |||||
segments.erase(segments.begin()); | |||||
segments.front().m_StartIndex = firstSegmentStartIndex; | |||||
} | |||||
// check to see if the last segment needs to be merged with its neighbour | |||||
if (segments.size() >= 2 && segments[segments.size()-1].IsSinglePoint()) | |||||
{ | |||||
int lastSegmentEndIndex = segments.back().m_EndIndex; | |||||
ENSURE(!segments[segments.size()-2].IsSinglePoint()); // at this point, the second-to-last segment should never be a single-point segment | |||||
segments.erase(segments.end()); | |||||
segments.back().m_EndIndex = lastSegmentEndIndex; | |||||
} | |||||
// -------------------------------------------------------------------------------------------------------- | |||||
// at this point, every segment should have at least 2 points | |||||
for (size_t i = 0; i < segments.size(); ++i) | |||||
{ | |||||
ENSURE(!segments[i].IsSinglePoint()); | |||||
ENSURE(segments[i].m_EndIndex > segments[i].m_StartIndex); | |||||
} | |||||
} | |||||
void CCmpRallyPointRenderer::RenderSubmit(SceneCollector& collector) | |||||
{ | |||||
// we only get here if the rally point is set and should be displayed | |||||
for (size_t i = 0; i < m_TexturedOverlayLines.size(); ++i) | |||||
{ | |||||
for (size_t j = 0; j < m_TexturedOverlayLines[i].size(); ++j) | |||||
{ | |||||
if (!m_TexturedOverlayLines[i][j].m_Coords.empty()) | |||||
collector.Submit(&m_TexturedOverlayLines[i][j]); | |||||
} | |||||
} | |||||
if (m_EnableDebugNodeOverlay && !m_DebugNodeOverlays.empty()) | |||||
{ | |||||
for (size_t i = 0; i < m_DebugNodeOverlays.size(); ++i) | |||||
for (size_t j = 0; j < m_DebugNodeOverlays[i].size(); ++j) | |||||
collector.Submit(&m_DebugNodeOverlays[i][j]); | |||||
} | |||||
} |
Wildfire Games · Phabricator