Changeset View
Changeset View
Standalone View
Standalone View
ps/trunk/source/simulation2/components/CCmpObstructionManager.cpp
Show First 20 Lines • Show All 1,322 Lines • ▼ Show 20 Lines | SimRender::ConstructSquareOnGround(GetSimContext(), | ||||
(m_WorldX0+m_WorldX1).ToFloat()/2.f, (m_WorldZ0+m_WorldZ1).ToFloat()/2.f, | (m_WorldX0+m_WorldX1).ToFloat()/2.f, (m_WorldZ0+m_WorldZ1).ToFloat()/2.f, | ||||
(m_WorldX1-m_WorldX0).ToFloat(), (m_WorldZ1-m_WorldZ0).ToFloat(), | (m_WorldX1-m_WorldX0).ToFloat(), (m_WorldZ1-m_WorldZ0).ToFloat(), | ||||
0, m_DebugOverlayLines.back(), true); | 0, m_DebugOverlayLines.back(), true); | ||||
for (std::map<u32, UnitShape>::iterator it = m_UnitShapes.begin(); it != m_UnitShapes.end(); ++it) | for (std::map<u32, UnitShape>::iterator it = m_UnitShapes.begin(); it != m_UnitShapes.end(); ++it) | ||||
{ | { | ||||
m_DebugOverlayLines.push_back(SOverlayLine()); | m_DebugOverlayLines.push_back(SOverlayLine()); | ||||
m_DebugOverlayLines.back().m_Color = ((it->second.flags & FLAG_MOVING) ? movingColor : defaultColor); | m_DebugOverlayLines.back().m_Color = ((it->second.flags & FLAG_MOVING) ? movingColor : defaultColor); | ||||
SimRender::ConstructSquareOnGround(GetSimContext(), it->second.x.ToFloat(), it->second.z.ToFloat(), it->second.clearance.ToFloat()*2, it->second.clearance.ToFloat()*2, 0, m_DebugOverlayLines.back(), true); | SimRender::ConstructSquareOnGround(GetSimContext(), it->second.x.ToFloat(), it->second.z.ToFloat(), it->second.clearance.ToFloat(), it->second.clearance.ToFloat(), 0, m_DebugOverlayLines.back(), true); | ||||
} | } | ||||
for (std::map<u32, StaticShape>::iterator it = m_StaticShapes.begin(); it != m_StaticShapes.end(); ++it) | for (std::map<u32, StaticShape>::iterator it = m_StaticShapes.begin(); it != m_StaticShapes.end(); ++it) | ||||
{ | { | ||||
m_DebugOverlayLines.push_back(SOverlayLine()); | m_DebugOverlayLines.push_back(SOverlayLine()); | ||||
m_DebugOverlayLines.back().m_Color = defaultColor; | m_DebugOverlayLines.back().m_Color = defaultColor; | ||||
float a = atan2f(it->second.v.X.ToFloat(), it->second.v.Y.ToFloat()); | float a = atan2f(it->second.v.X.ToFloat(), it->second.v.Y.ToFloat()); | ||||
SimRender::ConstructSquareOnGround(GetSimContext(), it->second.x.ToFloat(), it->second.z.ToFloat(), it->second.hw.ToFloat()*2, it->second.hh.ToFloat()*2, a, m_DebugOverlayLines.back(), true); | SimRender::ConstructSquareOnGround(GetSimContext(), it->second.x.ToFloat(), it->second.z.ToFloat(), it->second.hw.ToFloat()*2, it->second.hh.ToFloat()*2, a, m_DebugOverlayLines.back(), true); | ||||
} | } | ||||
m_DebugOverlayDirty = false; | m_DebugOverlayDirty = false; | ||||
} | } | ||||
for (size_t i = 0; i < m_DebugOverlayLines.size(); ++i) | for (size_t i = 0; i < m_DebugOverlayLines.size(); ++i) | ||||
collector.Submit(&m_DebugOverlayLines[i]); | collector.Submit(&m_DebugOverlayLines[i]); | ||||
} | } |
Wildfire Games · Phabricator