elexis
27f37ccd21
Add a test for the GetNonGaiaEntities function of the RangeManager broken by that commit that was fixed byf3e4e619bc
. Don't call one script function from another, but directly call into the Selection helper like the others. Don't make a loop around that RangeManager function for all players but call the function once for all players. The pointless virtual keywords were removed by8827db201a
. Differential Revision: https://code.wildfiregames.com/D166 Reviewed By: leper This was SVN commit r19344.
264 lines
9.7 KiB
C++
264 lines
9.7 KiB
C++
/* Copyright (C) 2017 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/components/ICmpUnitRenderer.h"
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#include "simulation2/system/ComponentManager.h"
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#include "ps/CLogger.h"
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#include "ps/Profiler2.h"
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entity_id_t EntitySelection::PickEntityAtPoint(CSimulation2& simulation, const CCamera& camera, int screenX, int screenY, player_id_t player, bool allowEditorSelectables)
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{
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PROFILE2("PickEntityAtPoint");
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CVector3D origin, dir;
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camera.BuildCameraRay(screenX, screenY, origin, dir);
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CmpPtr<ICmpUnitRenderer> cmpUnitRenderer(simulation.GetSimContext().GetSystemEntity());
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ENSURE(cmpUnitRenderer);
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std::vector<std::pair<CEntityHandle, CVector3D> > entities;
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cmpUnitRenderer->PickAllEntitiesAtPoint(entities, origin, dir, allowEditorSelectables);
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if (entities.empty())
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return INVALID_ENTITY;
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// Filter for relevent entities in the list of candidates (all entities below the mouse)
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std::vector<std::pair<float, CEntityHandle> > hits; // (dist^2, entity) pairs
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for (size_t i = 0; i < entities.size(); ++i)
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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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const CVector3D center = entities[i].second;
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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.emplace_back(dist2, entities[i].first);
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}
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// Sort hits by distance
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std::sort(hits.begin(), hits.end(),
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[](const std::pair<float, CEntityHandle>& a, const std::pair<float, CEntityHandle>& b) {
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return a.first < b.first;
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});
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CmpPtr<ICmpRangeManager> cmpRangeManager(simulation, SYSTEM_ENTITY);
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ENSURE(cmpRangeManager);
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for (size_t i = 0; i < hits.size(); ++i)
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{
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const CEntityHandle& handle = hits[i].second;
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CmpPtr<ICmpSelectable> cmpSelectable(handle);
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if (!cmpSelectable)
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continue;
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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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return handle.GetId();
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}
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return INVALID_ENTITY;
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}
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/**
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* Returns true if the given entity is visible in the given screen area.
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* If the entity is a decorative, the function will only return true if allowEditorSelectables.
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*/
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static bool CheckEntityInRect(CEntityHandle handle, const CCamera& camera, int sx0, int sy0, int sx1, int sy1, bool allowEditorSelectables)
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{
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// Check if this entity is only selectable in Atlas
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CmpPtr<ICmpSelectable> cmpSelectable(handle);
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if (!cmpSelectable || (!allowEditorSelectables && cmpSelectable->IsEditorOnly()))
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return false;
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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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return false;
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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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return false;
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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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return sx0 <= ix && ix <= sx1 && sy0 <= iy && iy <= sy1;
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}
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/**
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* Returns true if the given entity is visible to the given player and visible in the given screen area.
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*/
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static bool CheckEntityVisibleAndInRect(CEntityHandle handle, CmpPtr<ICmpRangeManager> cmpRangeManager, const CCamera& camera, int sx0, int sy0, int sx1, int sy1, player_id_t player, bool allowEditorSelectables)
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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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if (cmpRangeManager->GetLosVisibility(handle, player) == ICmpRangeManager::VIS_HIDDEN)
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return false;
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return CheckEntityInRect(handle, camera, sx0, sy0, sx1, sy1, allowEditorSelectables);
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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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if (owner != INVALID_PLAYER)
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{
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CComponentManager& componentManager = simulation.GetSimContext().GetComponentManager();
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std::vector<entity_id_t> ents = cmpRangeManager->GetEntitiesByPlayer(owner);
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for (std::vector<entity_id_t>::iterator it = ents.begin(); it != ents.end(); ++it)
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{
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if (CheckEntityVisibleAndInRect(componentManager.LookupEntityHandle(*it), cmpRangeManager, camera, sx0, sy0, sx1, sy1, owner, allowEditorSelectables))
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hitEnts.push_back(*it);
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}
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}
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else // owner == INVALID_PLAYER; Used when selecting units in Atlas or other mods that allow all kinds of selectables to be selected.
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{
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const CSimulation2::InterfaceListUnordered& selectableEnts = simulation.GetEntitiesWithInterfaceUnordered(IID_Selectable);
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for (CSimulation2::InterfaceListUnordered::const_iterator it = selectableEnts.begin(); it != selectableEnts.end(); ++it)
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{
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if (CheckEntityVisibleAndInRect(it->second->GetEntityHandle(), cmpRangeManager, camera, sx0, sy0, sx1, sy1, owner, allowEditorSelectables))
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hitEnts.push_back(it->first);
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}
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}
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return hitEnts;
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}
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std::vector<entity_id_t> EntitySelection::PickNonGaiaEntitiesInRect(CSimulation2& simulation, const CCamera& camera, int sx0, int sy0, int sx1, int sy1, bool allowEditorSelectables)
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{
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PROFILE2("PickNonGaiaEntitiesInRect");
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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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CComponentManager& componentManager = simulation.GetSimContext().GetComponentManager();
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for (entity_id_t ent : cmpRangeManager->GetNonGaiaEntities())
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if (CheckEntityInRect(componentManager.LookupEntityHandle(ent), camera, sx0, sy0, sx1, sy1, allowEditorSelectables))
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hitEnts.push_back(ent);
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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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