0ad/source/simulation2/components/CCmpTerrain.cpp
wraitii d8ea401a95 Decouple LOS resolution from terrain resolution
Introduce a LOS_TILE_SIZE, to replace usage of TERRITORY_TILE_SIZE in
the LOS code.
This makes it possible to change the resolution of LOS/Terrain without
affecting the other component.

Additional refactoring:
- LosTile has been renamed LosRegion (it's more comparable to the
hierarchical pathfinder regions/spatial subdivisions)
- LosState explicitly refers to "los vertices" instead of terrain
vertices.

Refs #5566

Differential Revision: https://code.wildfiregames.com/D3076
This was SVN commit r24980.
2021-03-02 16:44:40 +00:00

161 lines
4.0 KiB
C++

/* Copyright (C) 2017 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 "ICmpTerrain.h"
#include "ICmpObstructionManager.h"
#include "ICmpRangeManager.h"
#include "simulation2/MessageTypes.h"
#include "graphics/Terrain.h"
#include "renderer/Renderer.h"
#include "renderer/WaterManager.h"
#include "maths/Vector3D.h"
class CCmpTerrain : public ICmpTerrain
{
public:
static void ClassInit(CComponentManager& UNUSED(componentManager))
{
}
DEFAULT_COMPONENT_ALLOCATOR(Terrain)
CTerrain* m_Terrain; // not null
static std::string GetSchema()
{
return "<a:component type='system'/><empty/>";
}
virtual void Init(const CParamNode& UNUSED(paramNode))
{
m_Terrain = &GetSimContext().GetTerrain();
}
virtual void Deinit()
{
}
virtual void Serialize(ISerializer& UNUSED(serialize))
{
}
virtual void Deserialize(const CParamNode& paramNode, IDeserializer& UNUSED(deserialize))
{
Init(paramNode);
}
virtual bool IsLoaded() const
{
return m_Terrain->GetVerticesPerSide() != 0;
}
virtual CFixedVector3D CalcNormal(entity_pos_t x, entity_pos_t z) const
{
CFixedVector3D normal;
m_Terrain->CalcNormalFixed((x / (int)TERRAIN_TILE_SIZE).ToInt_RoundToZero(), (z / (int)TERRAIN_TILE_SIZE).ToInt_RoundToZero(), normal);
return normal;
}
virtual CVector3D CalcExactNormal(float x, float z) const
{
return m_Terrain->CalcExactNormal(x, z);
}
virtual entity_pos_t GetGroundLevel(entity_pos_t x, entity_pos_t z) const
{
// TODO: this can crash if the terrain heightmap isn't initialised yet
return m_Terrain->GetExactGroundLevelFixed(x, z);
}
virtual float GetExactGroundLevel(float x, float z) const
{
return m_Terrain->GetExactGroundLevel(x, z);
}
virtual u16 GetTilesPerSide() const
{
ssize_t tiles = m_Terrain->GetTilesPerSide();
if (tiles == -1)
return 0;
ENSURE(1 <= tiles && tiles <= 65535);
return (u16)tiles;
}
virtual u32 GetMapSize() const
{
return GetTilesPerSide() * TERRAIN_TILE_SIZE;
}
virtual u16 GetVerticesPerSide() const
{
ssize_t vertices = m_Terrain->GetVerticesPerSide();
ENSURE(1 <= vertices && vertices <= 65535);
return (u16)vertices;
}
virtual CTerrain* GetCTerrain()
{
return m_Terrain;
}
virtual void ReloadTerrain(bool ReloadWater)
{
// TODO: should refactor this code to be nicer
u16 tiles = GetTilesPerSide();
u16 vertices = GetVerticesPerSide();
CmpPtr<ICmpObstructionManager> cmpObstructionManager(GetSystemEntity());
if (cmpObstructionManager)
{
cmpObstructionManager->SetBounds(entity_pos_t::Zero(), entity_pos_t::Zero(),
entity_pos_t::FromInt(tiles*(int)TERRAIN_TILE_SIZE),
entity_pos_t::FromInt(tiles*(int)TERRAIN_TILE_SIZE));
}
CmpPtr<ICmpRangeManager> cmpRangeManager(GetSystemEntity());
if (cmpRangeManager)
{
cmpRangeManager->SetBounds(entity_pos_t::Zero(), entity_pos_t::Zero(),
entity_pos_t::FromInt(tiles*(int)TERRAIN_TILE_SIZE),
entity_pos_t::FromInt(tiles*(int)TERRAIN_TILE_SIZE));
}
if (ReloadWater && CRenderer::IsInitialised())
{
g_Renderer.GetWaterManager()->SetMapSize(vertices);
g_Renderer.GetWaterManager()->RecomputeWaterData();
}
MakeDirty(0, 0, tiles+1, tiles+1);
}
virtual void MakeDirty(i32 i0, i32 j0, i32 i1, i32 j1)
{
CMessageTerrainChanged msg(i0, j0, i1, j1);
GetSimContext().GetComponentManager().BroadcastMessage(msg);
}
};
REGISTER_COMPONENT_TYPE(Terrain)