/* Copyright (C) 2011 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 "ModelAbstract.h" #include "ps/CLogger.h" const CBoundingBoxOriented& CModelAbstract::GetSelectionBox() { if (!m_SelectionBoxValid) { CalcSelectionBox(); m_SelectionBoxValid = true; } return m_SelectionBox; } void CModelAbstract::CalcSelectionBox() { if (m_CustomSelectionShape) { // custom shape switch(m_CustomSelectionShape->m_Type) { case CustomSelectionShape::BOX: { // create object-space bounds according to the information in the descriptor, and transform them to world-space. // the box is centered on the X and Z axes, but extends from 0 to its height on the Y axis. const float width = m_CustomSelectionShape->m_Size0; const float depth = m_CustomSelectionShape->m_Size1; const float height = m_CustomSelectionShape->m_Height; CBoundingBoxAligned bounds; bounds += CVector3D(-width/2.f, 0, -depth/2.f); bounds += CVector3D( width/2.f, height, depth/2.f); bounds.Transform(GetTransform(), m_SelectionBox); } break; case CustomSelectionShape::CYLINDER: { // TODO: unimplemented m_SelectionBox.SetEmpty(); LOGWARNING("[ModelAbstract] TODO: Cylinder selection boxes are not yet implemented. Use BOX or BOUNDS selection shapes instead."); } break; default: { m_SelectionBox.SetEmpty(); //LOGWARNING("[ModelAbstract] Unrecognized selection shape type: %ld", m_CustomSelectionShape->m_Type); debug_warn("[ModelAbstract] Unrecognized selection shape type"); } break; } } else { // standard method // Get the object-space bounds that should be used to construct this model (and its children)'s selection box CBoundingBoxAligned objBounds = GetObjectSelectionBoundsRec(); if (objBounds.IsEmpty()) { m_SelectionBox.SetEmpty(); // model does not wish to participate in selection return; } // Prevent the bounding box from extending through the terrain; clip the lower plane at Y=0 in object space. if (objBounds[1].Y > 0.f) // should always be the case, unless the models are defined really weirdly objBounds[0].Y = std::max(0.f, objBounds[0].Y); // transform object-space axis-aligned bounds to world-space arbitrary-aligned box objBounds.Transform(GetTransform(), m_SelectionBox); } }