/* Copyright (C) 2012 Wildfire Games. * This file is part of 0 A.D. * * 0 A.D. is free software: you can redistribute it and/or modify * it under the terms of the GNU General Public License as published by * the Free Software Foundation, either version 2 of the License, or * (at your option) any later version. * * 0 A.D. is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the * GNU General Public License for more details. * * You should have received a copy of the GNU General Public License * along with 0 A.D. If not, see . */ #include "precompiled.h" #include "Selection.h" #include "graphics/Camera.h" #include "simulation2/Simulation2.h" #include "simulation2/components/ICmpIdentity.h" #include "simulation2/components/ICmpOwnership.h" #include "simulation2/components/ICmpRangeManager.h" #include "simulation2/components/ICmpTemplateManager.h" #include "simulation2/components/ICmpSelectable.h" #include "simulation2/components/ICmpVisual.h" #include "simulation2/helpers/Spatial.h" #include "ps/CLogger.h" #include "ps/Profiler2.h" std::vector EntitySelection::PickEntitiesAtPoint(CSimulation2& simulation, const CCamera& camera, int screenX, int screenY, player_id_t player, bool allowEditorSelectables, int range) { PROFILE2("PickEntitiesAtPoint"); CVector3D origin, dir; camera.BuildCameraRay(screenX, screenY, origin, dir); CmpPtr cmpRangeManager(simulation, SYSTEM_ENTITY); ENSURE(cmpRangeManager); /* We try to approximate where the mouse is hovering by drawing a ray from * the center of the camera and through the mouse then taking the position * at which the ray intersects the terrain. */ // TODO: Do this smarter without being slow. CVector3D pos3d = camera.GetWorldCoordinates(screenX, screenY, true); // Change the position to 2D by removing the terrain height. CFixedVector2D pos(fixed::FromFloat(pos3d.X), fixed::FromFloat(pos3d.Z)); // Get a rough group of entities using our approximated origin. SpatialQueryArray ents; cmpRangeManager->GetSubdivision()->GetNear(ents, pos, entity_pos_t::FromInt(range)); // Filter for relevent entities and calculate precise distances. std::vector > hits; // (dist^2, entity) pairs for (int i = 0; i < ents.size(); ++i) { CmpPtr cmpSelectable(simulation, ents[i]); if (!cmpSelectable) continue; CEntityHandle handle = cmpSelectable->GetEntityHandle(); // Check if this entity is only selectable in Atlas if (!allowEditorSelectables && cmpSelectable->IsEditorOnly()) continue; // Ignore entities hidden by LOS (or otherwise hidden, e.g. when not IsInWorld) if (cmpRangeManager->GetLosVisibility(handle, player) == ICmpRangeManager::VIS_HIDDEN) continue; CmpPtr cmpVisual(handle); if (!cmpVisual) continue; CVector3D center; float tmin, tmax; CBoundingBoxOriented selectionBox = cmpVisual->GetSelectionBox(); if (selectionBox.IsEmpty()) { if (!allowEditorSelectables) continue; // Fall back to using old AABB selection method for decals // see: http://trac.wildfiregames.com/ticket/1032 CBoundingBoxAligned aABBox = cmpVisual->GetBounds(); if (aABBox.IsEmpty()) continue; if (!aABBox.RayIntersect(origin, dir, tmin, tmax)) continue; aABBox.GetCentre(center); } else { if (!selectionBox.RayIntersect(origin, dir, tmin, tmax)) continue; center = selectionBox.m_Center; } // Find the perpendicular distance from the object's centre to the picker ray float dist2; CVector3D closest = origin + dir * (center - origin).Dot(dir); dist2 = (closest - center).LengthSquared(); hits.push_back(std::make_pair(dist2, ents[i])); } // Sort hits by distance std::sort(hits.begin(), hits.end()); // lexicographic comparison // Extract the entity IDs std::vector hitEnts; hitEnts.reserve(hits.size()); for (size_t i = 0; i < hits.size(); ++i) hitEnts.push_back(hits[i].second); return hitEnts; } std::vector EntitySelection::PickEntitiesInRect(CSimulation2& simulation, const CCamera& camera, int sx0, int sy0, int sx1, int sy1, player_id_t owner, bool allowEditorSelectables) { PROFILE2("PickEntitiesInRect"); // Make sure sx0 <= sx1, and sy0 <= sy1 if (sx0 > sx1) std::swap(sx0, sx1); if (sy0 > sy1) std::swap(sy0, sy1); CmpPtr cmpRangeManager(simulation, SYSTEM_ENTITY); ENSURE(cmpRangeManager); std::vector hitEnts; const CSimulation2::InterfaceListUnordered& ents = simulation.GetEntitiesWithInterfaceUnordered(IID_Selectable); for (CSimulation2::InterfaceListUnordered::const_iterator it = ents.begin(); it != ents.end(); ++it) { entity_id_t ent = it->first; CEntityHandle handle = it->second->GetEntityHandle(); // Check if this entity is only selectable in Atlas if (static_cast(it->second)->IsEditorOnly() && !allowEditorSelectables) continue; // Ignore entities hidden by LOS (or otherwise hidden, e.g. when not IsInWorld) if (cmpRangeManager->GetLosVisibility(handle, owner) == ICmpRangeManager::VIS_HIDDEN) continue; // Ignore entities not owned by 'owner' CmpPtr cmpOwnership(handle); if (owner != INVALID_PLAYER && (!cmpOwnership || cmpOwnership->GetOwner() != owner)) continue; // Find the current interpolated model position. // (We just use the centre position and not the whole bounding box, because maybe // that's better for users trying to select objects in busy areas) CmpPtr cmpVisual(handle); if (!cmpVisual) continue; CVector3D position = cmpVisual->GetPosition(); // Reject if it's not on-screen (e.g. it's behind the camera) if (!camera.GetFrustum().IsPointVisible(position)) continue; // Compare screen-space coordinates float x, y; camera.GetScreenCoordinates(position, x, y); int ix = (int)x; int iy = (int)y; if (sx0 <= ix && ix <= sx1 && sy0 <= iy && iy <= sy1) hitEnts.push_back(ent); } return hitEnts; } std::vector EntitySelection::PickSimilarEntities(CSimulation2& simulation, const CCamera& camera, const std::string& templateName, player_id_t owner, bool includeOffScreen, bool matchRank, bool allowEditorSelectables, bool allowFoundations) { PROFILE2("PickSimilarEntities"); CmpPtr cmpTemplateManager(simulation, SYSTEM_ENTITY); CmpPtr cmpRangeManager(simulation, SYSTEM_ENTITY); std::vector hitEnts; const CSimulation2::InterfaceListUnordered& ents = simulation.GetEntitiesWithInterfaceUnordered(IID_Selectable); for (CSimulation2::InterfaceListUnordered::const_iterator it = ents.begin(); it != ents.end(); ++it) { entity_id_t ent = it->first; CEntityHandle handle = it->second->GetEntityHandle(); // Check if this entity is only selectable in Atlas if (static_cast(it->second)->IsEditorOnly() && !allowEditorSelectables) continue; if (matchRank) { // Exact template name matching, optionally also allowing foundations std::string curTemplateName = cmpTemplateManager->GetCurrentTemplateName(ent); bool matches = (curTemplateName == templateName || (allowFoundations && curTemplateName.substr(0, 11) == "foundation|" && curTemplateName.substr(11) == templateName)); if (!matches) continue; } // Ignore entities hidden by LOS (or otherwise hidden, e.g. when not IsInWorld) // In this case, the checking is done to avoid selecting garrisoned units if (cmpRangeManager->GetLosVisibility(handle, owner) == ICmpRangeManager::VIS_HIDDEN) continue; // Ignore entities not owned by 'owner' CmpPtr cmpOwnership(simulation.GetSimContext(), ent); if (owner != INVALID_PLAYER && (!cmpOwnership || cmpOwnership->GetOwner() != owner)) continue; // Ignore off screen entities if (!includeOffScreen) { // Find the current interpolated model position. CmpPtr cmpVisual(simulation.GetSimContext(), ent); if (!cmpVisual) continue; CVector3D position = cmpVisual->GetPosition(); // Reject if it's not on-screen (e.g. it's behind the camera) if (!camera.GetFrustum().IsPointVisible(position)) continue; } if (!matchRank) { // Match by selection group name // (This is relatively expensive since it involves script calls, so do it after all other tests) CmpPtr cmpIdentity(simulation.GetSimContext(), ent); if (!cmpIdentity || cmpIdentity->GetSelectionGroupName() != templateName) continue; } hitEnts.push_back(ent); } return hitEnts; }