0ad/source/simulation2/components/CCmpPosition.cpp
wraitii 35ed55cfd6 ParamNode: switch to utf8, ToXML -> ToXMLString, test tweak, PCH tweak
This changes ParamNode to use UTF8 values internally (XMB files are UTF8
since cb9d0733ef).
This removes the need for a lot of conversions, speeding things up and
allows cleaning up the validator interface & a few other callsites.
ConstructJSVal could be a tad slower because of UTF8->16 conversions
within Spidermonkey; but the difference is unlikely to be noticeable in
practica.

Also:
- Changes `ToXML` to `ToXMLString` for clarity.
- Add a simple "op" test & show a particular behaviour of merge nodes
that I intend to change somewhat in D3830.
- Remove Component.h from simulation2 PCH - brought in too much.

Tested by: langbart
Differential Revision: https://code.wildfiregames.com/D3834
This was SVN commit r25228.
2021-04-11 09:23:10 +00:00

999 lines
27 KiB
C++

/* Copyright (C) 2021 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 <http://www.gnu.org/licenses/>.
*/
#include "precompiled.h"
#include "simulation2/system/Component.h"
#include "ICmpPosition.h"
#include "simulation2/MessageTypes.h"
#include "simulation2/serialization/SerializedTypes.h"
#include "ICmpTerrain.h"
#include "ICmpTerritoryManager.h"
#include "ICmpVisual.h"
#include "ICmpWaterManager.h"
#include "graphics/Terrain.h"
#include "lib/rand.h"
#include "maths/MathUtil.h"
#include "maths/Matrix3D.h"
#include "maths/Vector3D.h"
#include "maths/Vector2D.h"
#include "ps/CLogger.h"
#include "ps/Profile.h"
/**
* Basic ICmpPosition implementation.
*/
class CCmpPosition : public ICmpPosition
{
public:
static void ClassInit(CComponentManager& componentManager)
{
componentManager.SubscribeToMessageType(MT_TurnStart);
componentManager.SubscribeToMessageType(MT_TerrainChanged);
componentManager.SubscribeToMessageType(MT_WaterChanged);
componentManager.SubscribeToMessageType(MT_Deserialized);
// TODO: if this component turns out to be a performance issue, it should
// be optimised by creating a new PositionStatic component that doesn't subscribe
// to messages and doesn't store LastX/LastZ, and that should be used for all
// entities that don't move
}
DEFAULT_COMPONENT_ALLOCATOR(Position)
// Template state:
enum
{
UPRIGHT = 0,
PITCH = 1,
PITCH_ROLL = 2,
ROLL = 3,
} m_AnchorType;
bool m_Floating;
entity_pos_t m_FloatDepth;
// Maximum radians per second, used by InterpolatedRotY to follow RotY and the unitMotion.
fixed m_RotYSpeed;
// Dynamic state:
bool m_InWorld;
// m_LastX/Z contain the position from the start of the most recent turn
// m_PrevX/Z conatain the position from the turn before that
entity_pos_t m_X, m_Z, m_LastX, m_LastZ, m_PrevX, m_PrevZ; // these values contain undefined junk if !InWorld
entity_pos_t m_Y, m_LastYDifference; // either the relative or the absolute Y coordinate
bool m_RelativeToGround; // whether m_Y is relative to terrain/water plane, or an absolute height
fixed m_ConstructionProgress;
// when the entity is a turret, only m_RotY is used, and this is the rotation
// relative to the parent entity
entity_angle_t m_RotX, m_RotY, m_RotZ;
player_id_t m_Territory;
entity_id_t m_TurretParent;
CFixedVector3D m_TurretPosition;
std::set<entity_id_t> m_Turrets;
// Not serialized:
float m_InterpolatedRotX, m_InterpolatedRotY, m_InterpolatedRotZ;
float m_LastInterpolatedRotX, m_LastInterpolatedRotZ;
bool m_ActorFloating;
bool m_EnabledMessageInterpolate;
static std::string GetSchema()
{
return
"<a:help>Allows this entity to exist at a location (and orientation) in the world, and defines some details of the positioning.</a:help>"
"<a:example>"
"<Anchor>upright</Anchor>"
"<Altitude>0.0</Altitude>"
"<Floating>false</Floating>"
"<FloatDepth>0.0</FloatDepth>"
"<TurnRate>6.0</TurnRate>"
"</a:example>"
"<element name='Anchor' a:help='Automatic rotation to follow the slope of terrain'>"
"<choice>"
"<value a:help='Always stand straight up (e.g. humans)'>upright</value>"
"<value a:help='Rotate backwards and forwards to follow the terrain (e.g. animals)'>pitch</value>"
"<value a:help='Rotate sideways to follow the terrain'>roll</value>"
"<value a:help='Rotate in all directions to follow the terrain (e.g. carts)'>pitch-roll</value>"
"</choice>"
"</element>"
"<element name='Altitude' a:help='Height above terrain in metres'>"
"<data type='decimal'/>"
"</element>"
"<element name='Floating' a:help='Whether the entity floats on water'>"
"<data type='boolean'/>"
"</element>"
"<element name='FloatDepth' a:help='The depth at which an entity floats on water (needs Floating to be true)'>"
"<ref name='nonNegativeDecimal'/>"
"</element>"
"<element name='TurnRate' a:help='Maximum rotation speed around Y axis, in radians per second. Used for all graphical rotations and some real unitMotion driven rotations.'>"
"<ref name='positiveDecimal'/>"
"</element>";
}
virtual void Init(const CParamNode& paramNode)
{
const std::string& anchor = paramNode.GetChild("Anchor").ToString();
if (anchor == "pitch")
m_AnchorType = PITCH;
else if (anchor == "pitch-roll")
m_AnchorType = PITCH_ROLL;
else if (anchor == "roll")
m_AnchorType = ROLL;
else
m_AnchorType = UPRIGHT;
m_InWorld = false;
m_LastYDifference = entity_pos_t::Zero();
m_Y = paramNode.GetChild("Altitude").ToFixed();
m_RelativeToGround = true;
m_Floating = paramNode.GetChild("Floating").ToBool();
m_FloatDepth = paramNode.GetChild("FloatDepth").ToFixed();
m_RotYSpeed = paramNode.GetChild("TurnRate").ToFixed();
m_RotX = m_RotY = m_RotZ = entity_angle_t::FromInt(0);
m_InterpolatedRotX = m_InterpolatedRotY = m_InterpolatedRotZ = 0.f;
m_LastInterpolatedRotX = m_LastInterpolatedRotZ = 0.f;
m_Territory = INVALID_PLAYER;
m_TurretParent = INVALID_ENTITY;
m_TurretPosition = CFixedVector3D();
m_ActorFloating = false;
m_EnabledMessageInterpolate = false;
}
virtual void Deinit()
{
}
virtual void Serialize(ISerializer& serialize)
{
serialize.Bool("in world", m_InWorld);
if (m_InWorld)
{
serialize.NumberFixed_Unbounded("x", m_X);
serialize.NumberFixed_Unbounded("y", m_Y);
serialize.NumberFixed_Unbounded("z", m_Z);
serialize.NumberFixed_Unbounded("last x", m_LastX);
serialize.NumberFixed_Unbounded("last y diff", m_LastYDifference);
serialize.NumberFixed_Unbounded("last z", m_LastZ);
}
serialize.NumberI32_Unbounded("territory", m_Territory);
serialize.NumberFixed_Unbounded("rot x", m_RotX);
serialize.NumberFixed_Unbounded("rot y", m_RotY);
serialize.NumberFixed_Unbounded("rot z", m_RotZ);
serialize.NumberFixed_Unbounded("rot y speed", m_RotYSpeed);
serialize.NumberFixed_Unbounded("altitude", m_Y);
serialize.Bool("relative", m_RelativeToGround);
serialize.Bool("floating", m_Floating);
serialize.NumberFixed_Unbounded("float depth", m_FloatDepth);
serialize.NumberFixed_Unbounded("constructionprogress", m_ConstructionProgress);
if (serialize.IsDebug())
{
const char* anchor = "???";
switch (m_AnchorType)
{
case PITCH:
anchor = "pitch";
break;
case PITCH_ROLL:
anchor = "pitch-roll";
break;
case ROLL:
anchor = "roll";
break;
case UPRIGHT: // upright is the default
default:
anchor = "upright";
break;
}
serialize.StringASCII("anchor", anchor, 0, 16);
}
serialize.NumberU32_Unbounded("turret parent", m_TurretParent);
if (m_TurretParent != INVALID_ENTITY)
{
serialize.NumberFixed_Unbounded("x", m_TurretPosition.X);
serialize.NumberFixed_Unbounded("y", m_TurretPosition.Y);
serialize.NumberFixed_Unbounded("z", m_TurretPosition.Z);
}
Serializer(serialize, "turrets", m_Turrets);
}
virtual void Deserialize(const CParamNode& paramNode, IDeserializer& deserialize)
{
Init(paramNode);
deserialize.Bool("in world", m_InWorld);
if (m_InWorld)
{
deserialize.NumberFixed_Unbounded("x", m_X);
deserialize.NumberFixed_Unbounded("y", m_Y);
deserialize.NumberFixed_Unbounded("z", m_Z);
deserialize.NumberFixed_Unbounded("last x", m_LastX);
deserialize.NumberFixed_Unbounded("last y diff", m_LastYDifference);
deserialize.NumberFixed_Unbounded("last z", m_LastZ);
}
deserialize.NumberI32_Unbounded("territory", m_Territory);
deserialize.NumberFixed_Unbounded("rot x", m_RotX);
deserialize.NumberFixed_Unbounded("rot y", m_RotY);
deserialize.NumberFixed_Unbounded("rot z", m_RotZ);
deserialize.NumberFixed_Unbounded("rot y speed", m_RotYSpeed);
deserialize.NumberFixed_Unbounded("altitude", m_Y);
deserialize.Bool("relative", m_RelativeToGround);
deserialize.Bool("floating", m_Floating);
deserialize.NumberFixed_Unbounded("float depth", m_FloatDepth);
deserialize.NumberFixed_Unbounded("constructionprogress", m_ConstructionProgress);
// TODO: should there be range checks on all these values?
m_InterpolatedRotY = m_RotY.ToFloat();
deserialize.NumberU32_Unbounded("turret parent", m_TurretParent);
if (m_TurretParent != INVALID_ENTITY)
{
deserialize.NumberFixed_Unbounded("x", m_TurretPosition.X);
deserialize.NumberFixed_Unbounded("y", m_TurretPosition.Y);
deserialize.NumberFixed_Unbounded("z", m_TurretPosition.Z);
}
Serializer(deserialize, "turrets", m_Turrets);
if (m_InWorld)
UpdateXZRotation();
UpdateMessageSubscriptions();
}
void Deserialized()
{
AdvertiseInterpolatedPositionChanges();
}
virtual void UpdateTurretPosition()
{
if (m_TurretParent == INVALID_ENTITY)
return;
CmpPtr<ICmpPosition> cmpPosition(GetSimContext(), m_TurretParent);
if (!cmpPosition)
{
LOGERROR("Turret with parent without position component");
return;
}
if (!cmpPosition->IsInWorld())
MoveOutOfWorld();
else
{
CFixedVector2D rotatedPosition = CFixedVector2D(m_TurretPosition.X, m_TurretPosition.Z);
rotatedPosition = rotatedPosition.Rotate(cmpPosition->GetRotation().Y);
CFixedVector2D rootPosition = cmpPosition->GetPosition2D();
entity_pos_t x = rootPosition.X + rotatedPosition.X;
entity_pos_t z = rootPosition.Y + rotatedPosition.Y;
if (!m_InWorld || m_X != x || m_Z != z)
MoveTo(x, z);
entity_pos_t y = cmpPosition->GetHeightOffset() + m_TurretPosition.Y;
if (!m_InWorld || GetHeightOffset() != y)
SetHeightOffset(y);
m_InWorld = true;
}
}
virtual std::set<entity_id_t>* GetTurrets()
{
return &m_Turrets;
}
virtual void SetTurretParent(entity_id_t id, const CFixedVector3D& offset)
{
entity_angle_t angle = GetRotation().Y;
if (m_TurretParent != INVALID_ENTITY)
{
CmpPtr<ICmpPosition> cmpPosition(GetSimContext(), m_TurretParent);
if (cmpPosition)
cmpPosition->GetTurrets()->erase(GetEntityId());
}
m_TurretParent = id;
m_TurretPosition = offset;
if (m_TurretParent != INVALID_ENTITY)
{
CmpPtr<ICmpPosition> cmpPosition(GetSimContext(), m_TurretParent);
if (cmpPosition)
cmpPosition->GetTurrets()->insert(GetEntityId());
}
SetYRotation(angle);
UpdateTurretPosition();
}
virtual entity_id_t GetTurretParent() const
{
return m_TurretParent;
}
virtual bool IsInWorld() const
{
return m_InWorld;
}
virtual void MoveOutOfWorld()
{
m_InWorld = false;
AdvertisePositionChanges();
AdvertiseInterpolatedPositionChanges();
}
virtual void MoveTo(entity_pos_t x, entity_pos_t z)
{
m_X = x;
m_Z = z;
if (!m_InWorld)
{
m_InWorld = true;
m_LastX = m_PrevX = m_X;
m_LastZ = m_PrevZ = m_Z;
m_LastYDifference = entity_pos_t::Zero();
}
AdvertisePositionChanges();
AdvertiseInterpolatedPositionChanges();
}
virtual void MoveAndTurnTo(entity_pos_t x, entity_pos_t z, entity_angle_t ry)
{
m_X = x;
m_Z = z;
if (!m_InWorld)
{
m_InWorld = true;
m_LastX = m_PrevX = m_X;
m_LastZ = m_PrevZ = m_Z;
m_LastYDifference = entity_pos_t::Zero();
}
// TurnTo will advertise the position changes
TurnTo(ry);
AdvertiseInterpolatedPositionChanges();
}
virtual void JumpTo(entity_pos_t x, entity_pos_t z)
{
m_LastX = m_PrevX = m_X = x;
m_LastZ = m_PrevZ = m_Z = z;
m_InWorld = true;
UpdateXZRotation();
m_LastInterpolatedRotX = m_InterpolatedRotX;
m_LastInterpolatedRotZ = m_InterpolatedRotZ;
AdvertisePositionChanges();
AdvertiseInterpolatedPositionChanges();
}
virtual void SetHeightOffset(entity_pos_t dy)
{
// subtract the offset and replace with a new offset
m_LastYDifference = dy - GetHeightOffset();
m_Y += m_LastYDifference;
AdvertiseInterpolatedPositionChanges();
}
virtual entity_pos_t GetHeightOffset() const
{
if (m_RelativeToGround)
return m_Y;
// not relative to the ground, so the height offset is m_Y - ground height
// except when floating, when the height offset is m_Y - water level + float depth
entity_pos_t baseY;
CmpPtr<ICmpTerrain> cmpTerrain(GetSystemEntity());
if (cmpTerrain)
baseY = cmpTerrain->GetGroundLevel(m_X, m_Z);
if (m_Floating)
{
CmpPtr<ICmpWaterManager> cmpWaterManager(GetSystemEntity());
if (cmpWaterManager)
baseY = std::max(baseY, cmpWaterManager->GetWaterLevel(m_X, m_Z) - m_FloatDepth);
}
return m_Y - baseY;
}
virtual void SetHeightFixed(entity_pos_t y)
{
// subtract the absolute height and replace it with a new absolute height
m_LastYDifference = y - GetHeightFixed();
m_Y += m_LastYDifference;
AdvertiseInterpolatedPositionChanges();
}
virtual entity_pos_t GetHeightFixed() const
{
return GetHeightAtFixed(m_X, m_Z);
}
virtual entity_pos_t GetHeightAtFixed(entity_pos_t x, entity_pos_t z) const
{
if (!m_RelativeToGround)
return m_Y;
// relative to the ground, so the fixed height = ground height + m_Y
// except when floating, when the fixed height = water level - float depth + m_Y
entity_pos_t baseY;
CmpPtr<ICmpTerrain> cmpTerrain(GetSystemEntity());
if (cmpTerrain)
baseY = cmpTerrain->GetGroundLevel(x, z);
if (m_Floating)
{
CmpPtr<ICmpWaterManager> cmpWaterManager(GetSystemEntity());
if (cmpWaterManager)
baseY = std::max(baseY, cmpWaterManager->GetWaterLevel(x, z) - m_FloatDepth);
}
return m_Y + baseY;
}
virtual bool IsHeightRelative() const
{
return m_RelativeToGround;
}
virtual void SetHeightRelative(bool relative)
{
// move y to use the right offset (from terrain or from map origin)
m_Y = relative ? GetHeightOffset() : GetHeightFixed();
m_RelativeToGround = relative;
m_LastYDifference = entity_pos_t::Zero();
AdvertiseInterpolatedPositionChanges();
}
virtual bool CanFloat() const
{
return m_Floating;
}
virtual void SetFloating(bool flag)
{
m_Floating = flag;
AdvertiseInterpolatedPositionChanges();
}
virtual void SetActorFloating(bool flag)
{
m_ActorFloating = flag;
AdvertiseInterpolatedPositionChanges();
}
virtual void SetConstructionProgress(fixed progress)
{
m_ConstructionProgress = progress;
AdvertiseInterpolatedPositionChanges();
}
virtual CFixedVector3D GetPosition() const
{
if (!m_InWorld)
{
LOGERROR("CCmpPosition::GetPosition called on entity when IsInWorld is false");
return CFixedVector3D();
}
return CFixedVector3D(m_X, GetHeightFixed(), m_Z);
}
virtual CFixedVector2D GetPosition2D() const
{
if (!m_InWorld)
{
LOGERROR("CCmpPosition::GetPosition2D called on entity when IsInWorld is false");
return CFixedVector2D();
}
return CFixedVector2D(m_X, m_Z);
}
virtual CFixedVector3D GetPreviousPosition() const
{
if (!m_InWorld)
{
LOGERROR("CCmpPosition::GetPreviousPosition called on entity when IsInWorld is false");
return CFixedVector3D();
}
return CFixedVector3D(m_PrevX, GetHeightAtFixed(m_PrevX, m_PrevZ), m_PrevZ);
}
virtual CFixedVector2D GetPreviousPosition2D() const
{
if (!m_InWorld)
{
LOGERROR("CCmpPosition::GetPreviousPosition2D called on entity when IsInWorld is false");
return CFixedVector2D();
}
return CFixedVector2D(m_PrevX, m_PrevZ);
}
virtual fixed GetTurnRate() const
{
return m_RotYSpeed;
}
virtual void TurnTo(entity_angle_t y)
{
if (m_TurretParent != INVALID_ENTITY)
{
CmpPtr<ICmpPosition> cmpPosition(GetSimContext(), m_TurretParent);
if (cmpPosition)
y -= cmpPosition->GetRotation().Y;
}
m_RotY = y;
AdvertisePositionChanges();
UpdateMessageSubscriptions();
}
virtual void SetYRotation(entity_angle_t y)
{
if (m_TurretParent != INVALID_ENTITY)
{
CmpPtr<ICmpPosition> cmpPosition(GetSimContext(), m_TurretParent);
if (cmpPosition)
y -= cmpPosition->GetRotation().Y;
}
m_RotY = y;
m_InterpolatedRotY = m_RotY.ToFloat();
if (m_InWorld)
{
UpdateXZRotation();
m_LastInterpolatedRotX = m_InterpolatedRotX;
m_LastInterpolatedRotZ = m_InterpolatedRotZ;
}
AdvertisePositionChanges();
UpdateMessageSubscriptions();
}
virtual void SetXZRotation(entity_angle_t x, entity_angle_t z)
{
m_RotX = x;
m_RotZ = z;
if (m_InWorld)
{
UpdateXZRotation();
m_LastInterpolatedRotX = m_InterpolatedRotX;
m_LastInterpolatedRotZ = m_InterpolatedRotZ;
}
}
virtual CFixedVector3D GetRotation() const
{
entity_angle_t y = m_RotY;
if (m_TurretParent != INVALID_ENTITY)
{
CmpPtr<ICmpPosition> cmpPosition(GetSimContext(), m_TurretParent);
if (cmpPosition)
y += cmpPosition->GetRotation().Y;
}
return CFixedVector3D(m_RotX, y, m_RotZ);
}
virtual fixed GetDistanceTravelled() const
{
if (!m_InWorld)
{
LOGERROR("CCmpPosition::GetDistanceTravelled called on entity when IsInWorld is false");
return fixed::Zero();
}
return CFixedVector2D(m_X - m_LastX, m_Z - m_LastZ).Length();
}
float GetConstructionProgressOffset(const CVector3D& pos) const
{
if (m_ConstructionProgress.IsZero())
return 0.0f;
CmpPtr<ICmpVisual> cmpVisual(GetEntityHandle());
if (!cmpVisual)
return 0.0f;
// We use selection boxes to calculate the model size, since the model could be offset
// TODO: this annoyingly shows decals, would be nice to hide them
CBoundingBoxOriented bounds = cmpVisual->GetSelectionBox();
if (bounds.IsEmpty())
return 0.0f;
float dy = 2.0f * bounds.m_HalfSizes.Y;
// If this is a floating unit, we want it to start all the way under the terrain,
// so find the difference between its current position and the terrain
CmpPtr<ICmpTerrain> cmpTerrain(GetSystemEntity());
if (cmpTerrain && (m_Floating || m_ActorFloating))
{
float ground = cmpTerrain->GetExactGroundLevel(pos.X, pos.Z);
dy += std::max(0.f, pos.Y - ground);
}
return (m_ConstructionProgress.ToFloat() - 1.0f) * dy;
}
virtual void GetInterpolatedPosition2D(float frameOffset, float& x, float& z, float& rotY) const
{
if (!m_InWorld)
{
LOGERROR("CCmpPosition::GetInterpolatedPosition2D called on entity when IsInWorld is false");
return;
}
x = Interpolate(m_LastX.ToFloat(), m_X.ToFloat(), frameOffset);
z = Interpolate(m_LastZ.ToFloat(), m_Z.ToFloat(), frameOffset);
rotY = m_InterpolatedRotY;
}
virtual CMatrix3D GetInterpolatedTransform(float frameOffset) const
{
if (m_TurretParent != INVALID_ENTITY)
{
CmpPtr<ICmpPosition> cmpPosition(GetSimContext(), m_TurretParent);
if (!cmpPosition)
{
LOGERROR("Turret with parent without position component");
CMatrix3D m;
m.SetIdentity();
return m;
}
if (!cmpPosition->IsInWorld())
{
LOGERROR("CCmpPosition::GetInterpolatedTransform called on turret entity when IsInWorld is false");
CMatrix3D m;
m.SetIdentity();
return m;
}
else
{
CMatrix3D parentTransformMatrix = cmpPosition->GetInterpolatedTransform(frameOffset);
CMatrix3D ownTransformation = CMatrix3D();
ownTransformation.SetYRotation(m_InterpolatedRotY);
ownTransformation.Translate(-m_TurretPosition.X.ToFloat(), m_TurretPosition.Y.ToFloat(), -m_TurretPosition.Z.ToFloat());
return parentTransformMatrix * ownTransformation;
}
}
if (!m_InWorld)
{
LOGERROR("CCmpPosition::GetInterpolatedTransform called on entity when IsInWorld is false");
CMatrix3D m;
m.SetIdentity();
return m;
}
float x, z, rotY;
GetInterpolatedPosition2D(frameOffset, x, z, rotY);
float baseY = 0;
if (m_RelativeToGround)
{
CmpPtr<ICmpTerrain> cmpTerrain(GetSystemEntity());
if (cmpTerrain)
baseY = cmpTerrain->GetExactGroundLevel(x, z);
if (m_Floating || m_ActorFloating)
{
CmpPtr<ICmpWaterManager> cmpWaterManager(GetSystemEntity());
if (cmpWaterManager)
baseY = std::max(baseY, cmpWaterManager->GetExactWaterLevel(x, z) - m_FloatDepth.ToFloat());
}
}
float y = baseY + m_Y.ToFloat() + Interpolate(-1 * m_LastYDifference.ToFloat(), 0.f, frameOffset);
CMatrix3D m;
// linear interpolation is good enough (for RotX/Z).
// As you always stay close to zero angle.
m.SetXRotation(Interpolate(m_LastInterpolatedRotX, m_InterpolatedRotX, frameOffset));
m.RotateZ(Interpolate(m_LastInterpolatedRotZ, m_InterpolatedRotZ, frameOffset));
CVector3D pos(x, y, z);
pos.Y += GetConstructionProgressOffset(pos);
m.RotateY(rotY + (float)M_PI);
m.Translate(pos);
return m;
}
void GetInterpolatedPositions(CVector3D& pos0, CVector3D& pos1) const
{
float baseY0 = 0;
float baseY1 = 0;
float x0 = m_LastX.ToFloat();
float z0 = m_LastZ.ToFloat();
float x1 = m_X.ToFloat();
float z1 = m_Z.ToFloat();
if (m_RelativeToGround)
{
CmpPtr<ICmpTerrain> cmpTerrain(GetSimContext(), SYSTEM_ENTITY);
if (cmpTerrain)
{
baseY0 = cmpTerrain->GetExactGroundLevel(x0, z0);
baseY1 = cmpTerrain->GetExactGroundLevel(x1, z1);
}
if (m_Floating || m_ActorFloating)
{
CmpPtr<ICmpWaterManager> cmpWaterManager(GetSimContext(), SYSTEM_ENTITY);
if (cmpWaterManager)
{
baseY0 = std::max(baseY0, cmpWaterManager->GetExactWaterLevel(x0, z0) - m_FloatDepth.ToFloat());
baseY1 = std::max(baseY1, cmpWaterManager->GetExactWaterLevel(x1, z1) - m_FloatDepth.ToFloat());
}
}
}
float y0 = baseY0 + m_Y.ToFloat() + m_LastYDifference.ToFloat();
float y1 = baseY1 + m_Y.ToFloat();
pos0 = CVector3D(x0, y0, z0);
pos1 = CVector3D(x1, y1, z1);
pos0.Y += GetConstructionProgressOffset(pos0);
pos1.Y += GetConstructionProgressOffset(pos1);
}
virtual void HandleMessage(const CMessage& msg, bool UNUSED(global))
{
switch (msg.GetType())
{
case MT_Interpolate:
{
PROFILE("Position::Interpolate");
const CMessageInterpolate& msgData = static_cast<const CMessageInterpolate&> (msg);
float rotY = m_RotY.ToFloat();
if (rotY != m_InterpolatedRotY)
{
float rotYSpeed = m_RotYSpeed.ToFloat();
float delta = rotY - m_InterpolatedRotY;
// Wrap delta to -M_PI..M_PI
delta = fmodf(delta + (float)M_PI, 2*(float)M_PI); // range -2PI..2PI
if (delta < 0) delta += 2*(float)M_PI; // range 0..2PI
delta -= (float)M_PI; // range -M_PI..M_PI
// Clamp to max rate
float deltaClamped = Clamp(delta, -rotYSpeed*msgData.deltaSimTime, +rotYSpeed*msgData.deltaSimTime);
// Calculate new orientation, in a peculiar way in order to make sure the
// result gets close to m_orientation (rather than being n*2*M_PI out)
m_InterpolatedRotY = rotY + deltaClamped - delta;
// update the visual XZ rotation
if (m_InWorld)
{
m_LastInterpolatedRotX = m_InterpolatedRotX;
m_LastInterpolatedRotZ = m_InterpolatedRotZ;
UpdateXZRotation();
}
UpdateMessageSubscriptions();
}
break;
}
case MT_TurnStart:
{
m_LastInterpolatedRotX = m_InterpolatedRotX;
m_LastInterpolatedRotZ = m_InterpolatedRotZ;
if (m_InWorld && (m_LastX != m_X || m_LastZ != m_Z))
UpdateXZRotation();
// Store the positions from the turn before
m_PrevX = m_LastX;
m_PrevZ = m_LastZ;
m_LastX = m_X;
m_LastZ = m_Z;
m_LastYDifference = entity_pos_t::Zero();
// warn when a position change also causes a territory change under the entity
if (m_InWorld)
{
player_id_t newTerritory;
CmpPtr<ICmpTerritoryManager> cmpTerritoryManager(GetSystemEntity());
if (cmpTerritoryManager)
newTerritory = cmpTerritoryManager->GetOwner(m_X, m_Z);
else
newTerritory = INVALID_PLAYER;
if (newTerritory != m_Territory)
{
m_Territory = newTerritory;
CMessageTerritoryPositionChanged posMsg(GetEntityId(), m_Territory);
GetSimContext().GetComponentManager().PostMessage(GetEntityId(), posMsg);
}
}
else if (m_Territory != INVALID_PLAYER)
{
m_Territory = INVALID_PLAYER;
CMessageTerritoryPositionChanged posMsg(GetEntityId(), m_Territory);
GetSimContext().GetComponentManager().PostMessage(GetEntityId(), posMsg);
}
break;
}
case MT_TerrainChanged:
case MT_WaterChanged:
{
AdvertiseInterpolatedPositionChanges();
break;
}
case MT_Deserialized:
{
Deserialized();
break;
}
}
}
private:
/*
* Must be called whenever m_RotY or m_InterpolatedRotY change,
* to determine whether we need to call Interpolate to make the unit rotate.
*/
void UpdateMessageSubscriptions()
{
bool needInterpolate = false;
float rotY = m_RotY.ToFloat();
if (rotY != m_InterpolatedRotY)
needInterpolate = true;
if (needInterpolate != m_EnabledMessageInterpolate)
{
GetSimContext().GetComponentManager().DynamicSubscriptionNonsync(MT_Interpolate, this, needInterpolate);
m_EnabledMessageInterpolate = needInterpolate;
}
}
/**
* This must be called after changing anything that will affect the
* return value of GetPosition2D() or GetRotation().Y:
* - m_InWorld
* - m_X, m_Z
* - m_RotY
*/
void AdvertisePositionChanges() const
{
for (std::set<entity_id_t>::const_iterator it = m_Turrets.begin(); it != m_Turrets.end(); ++it)
{
CmpPtr<ICmpPosition> cmpPosition(GetSimContext(), *it);
if (cmpPosition)
cmpPosition->UpdateTurretPosition();
}
if (m_InWorld)
{
CMessagePositionChanged msg(GetEntityId(), true, m_X, m_Z, m_RotY);
GetSimContext().GetComponentManager().PostMessage(GetEntityId(), msg);
}
else
{
CMessagePositionChanged msg(GetEntityId(), false, entity_pos_t::Zero(), entity_pos_t::Zero(), entity_angle_t::Zero());
GetSimContext().GetComponentManager().PostMessage(GetEntityId(), msg);
}
}
/**
* This must be called after changing anything that will affect the
* return value of GetInterpolatedPositions():
* - m_InWorld
* - m_X, m_Z
* - m_LastX, m_LastZ
* - m_Y, m_LastYDifference, m_RelativeToGround
* - If m_RelativeToGround, then the ground under this unit
* - If m_RelativeToGround && m_Float, then the water level
*/
void AdvertiseInterpolatedPositionChanges() const
{
if (m_InWorld)
{
CVector3D pos0, pos1;
GetInterpolatedPositions(pos0, pos1);
CMessageInterpolatedPositionChanged msg(GetEntityId(), true, pos0, pos1);
GetSimContext().GetComponentManager().PostMessage(GetEntityId(), msg);
}
else
{
CMessageInterpolatedPositionChanged msg(GetEntityId(), false, CVector3D(), CVector3D());
GetSimContext().GetComponentManager().PostMessage(GetEntityId(), msg);
}
}
void UpdateXZRotation()
{
if (!m_InWorld)
{
LOGERROR("CCmpPosition::UpdateXZRotation called on entity when IsInWorld is false");
return;
}
if (m_AnchorType == UPRIGHT || !m_RotZ.IsZero() || !m_RotX.IsZero())
{
// set the visual rotations to the ones fixed by the interface
m_InterpolatedRotX = m_RotX.ToFloat();
m_InterpolatedRotZ = m_RotZ.ToFloat();
return;
}
CmpPtr<ICmpTerrain> cmpTerrain(GetSystemEntity());
if (!cmpTerrain || !cmpTerrain->IsLoaded())
{
LOGERROR("Terrain not loaded");
return;
}
// TODO: average normal (average all the tiles?) for big units or for buildings?
CVector3D normal = cmpTerrain->CalcExactNormal(m_X.ToFloat(), m_Z.ToFloat());
// rotate the normal so the positive x direction is in the direction of the unit
CVector2D projected = CVector2D(normal.X, normal.Z);
projected.Rotate(m_InterpolatedRotY);
normal.X = projected.X;
normal.Z = projected.Y;
// project and calculate the angles
if (m_AnchorType == PITCH || m_AnchorType == PITCH_ROLL)
m_InterpolatedRotX = -atan2(normal.Z, normal.Y);
if (m_AnchorType == ROLL || m_AnchorType == PITCH_ROLL)
m_InterpolatedRotZ = atan2(normal.X, normal.Y);
}
};
REGISTER_COMPONENT_TYPE(Position)