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