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forked from 0ad/0ad
0ad/source/simulation2/components/CCmpObstructionManager.cpp
Ykkrosh cfae58928f # New unit movement system, which does a far better job of approaching targets and avoiding obstacles.
Add short-range vertex-based pathfinder.
Integrate new pathfinder into unit motion code.
Change obstruction system to get rid of circles, and differentiate
structures from units.
Make PositionChanged messages synchronous.
Try to prevent some accidental float->int conversions.

This was SVN commit r7484.
2010-04-29 23:36:05 +00:00

533 lines
17 KiB
C++

/* Copyright (C) 2010 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 "ICmpObstructionManager.h"
#include "simulation2/MessageTypes.h"
#include "simulation2/helpers/Geometry.h"
#include "simulation2/helpers/Render.h"
#include "graphics/Overlay.h"
#include "graphics/Terrain.h"
#include "maths/MathUtil.h"
#include "ps/Overlay.h"
#include "ps/Profile.h"
#include "renderer/Scene.h"
// Externally, tags are opaque non-zero positive integers.
// Internally, they are tagged (by shape) indexes into shape lists.
// idx must be non-zero.
#define TAG_IS_UNIT(tag) (((tag) & 1) == 0)
#define TAG_IS_STATIC(tag) (((tag) & 1) == 1)
#define UNIT_INDEX_TO_TAG(idx) (((idx) << 1) | 0)
#define STATIC_INDEX_TO_TAG(idx) (((idx) << 1) | 1)
#define TAG_TO_INDEX(tag) ((tag) >> 1)
/**
* Internal representation of axis-aligned sometimes-square sometimes-circle shapes for moving units
*/
struct UnitShape
{
entity_pos_t x, z;
entity_pos_t r; // radius of circle, or half width of square
bool moving; // whether it's currently mobile (and should be generally ignored when pathing)
};
/**
* Internal representation of arbitrary-rotation static square shapes for buildings
*/
struct StaticShape
{
entity_pos_t x, z; // world-space coordinates
CFixedVector2D u, v; // orthogonal unit vectors - axes of local coordinate space
entity_pos_t hw, hh; // half width/height in local coordinate space
};
class CCmpObstructionManager : public ICmpObstructionManager
{
public:
static void ClassInit(CComponentManager& componentManager)
{
componentManager.SubscribeToMessageType(MT_RenderSubmit); // for debug overlays
}
DEFAULT_COMPONENT_ALLOCATOR(ObstructionManager)
bool m_DebugOverlayEnabled;
bool m_DebugOverlayDirty;
std::vector<SOverlayLine> m_DebugOverlayLines;
// TODO: using std::map is a bit inefficient; is there a better way to store these?
std::map<u32, UnitShape> m_UnitShapes;
std::map<u32, StaticShape> m_StaticShapes;
u32 m_UnitShapeNext; // next allocated id
u32 m_StaticShapeNext;
static std::string GetSchema()
{
return "<a:component type='system'/><empty/>";
}
virtual void Init(const CSimContext& context, const CParamNode& UNUSED(paramNode))
{
m_DebugOverlayEnabled = false;
m_DebugOverlayDirty = true;
m_UnitShapeNext = 1;
m_StaticShapeNext = 1;
m_DirtyID = 1; // init to 1 so default-initialised grids are considered dirty
}
virtual void Deinit(const CSimContext& UNUSED(context))
{
}
virtual void Serialize(ISerializer& serialize)
{
// TODO: do something here
// (Do we need to serialise the obstruction state, or is it fine to regenerate it from
// the original entities after deserialisation?)
}
virtual void Deserialize(const CSimContext& context, const CParamNode& paramNode, IDeserializer& deserialize)
{
Init(context, paramNode);
// TODO
}
virtual void HandleMessage(const CSimContext& context, const CMessage& msg, bool UNUSED(global))
{
switch (msg.GetType())
{
case MT_RenderSubmit:
{
const CMessageRenderSubmit& msgData = static_cast<const CMessageRenderSubmit&> (msg);
RenderSubmit(context, msgData.collector);
break;
}
}
}
virtual tag_t AddUnitShape(entity_pos_t x, entity_pos_t z, entity_pos_t r, bool moving)
{
UnitShape shape = { x, z, r, moving };
size_t id = m_UnitShapeNext++;
m_UnitShapes[id] = shape;
MakeDirty();
return UNIT_INDEX_TO_TAG(id);
}
virtual tag_t AddStaticShape(entity_pos_t x, entity_pos_t z, entity_angle_t a, entity_pos_t w, entity_pos_t h)
{
CFixed_23_8 s, c;
sincos_approx(a, s, c);
CFixedVector2D u(c, -s);
CFixedVector2D v(s, c);
StaticShape shape = { x, z, u, v, w/2, h/2 };
size_t id = m_StaticShapeNext++;
m_StaticShapes[id] = shape;
MakeDirty();
return STATIC_INDEX_TO_TAG(id);
}
virtual void MoveShape(tag_t tag, entity_pos_t x, entity_pos_t z, entity_angle_t a)
{
debug_assert(tag);
if (TAG_IS_UNIT(tag))
{
UnitShape& shape = m_UnitShapes[TAG_TO_INDEX(tag)];
shape.x = x;
shape.z = z;
}
else
{
CFixed_23_8 s, c;
sincos_approx(a, s, c);
CFixedVector2D u(c, -s);
CFixedVector2D v(s, c);
StaticShape& shape = m_StaticShapes[TAG_TO_INDEX(tag)];
shape.x = x;
shape.z = z;
shape.u = u;
shape.v = v;
}
MakeDirty();
}
virtual void SetUnitMovingFlag(tag_t tag, bool moving)
{
debug_assert(tag && TAG_IS_UNIT(tag));
if (TAG_IS_UNIT(tag))
{
UnitShape& shape = m_UnitShapes[TAG_TO_INDEX(tag)];
shape.moving = moving;
}
}
virtual void RemoveShape(tag_t tag)
{
debug_assert(tag);
if (TAG_IS_UNIT(tag))
m_UnitShapes.erase(TAG_TO_INDEX(tag));
else
m_StaticShapes.erase(TAG_TO_INDEX(tag));
MakeDirty();
}
virtual ObstructionSquare GetObstruction(tag_t tag)
{
debug_assert(tag);
if (TAG_IS_UNIT(tag))
{
UnitShape& shape = m_UnitShapes[TAG_TO_INDEX(tag)];
CFixedVector2D u(entity_pos_t::FromInt(1), entity_pos_t::Zero());
CFixedVector2D v(entity_pos_t::Zero(), entity_pos_t::FromInt(1));
ObstructionSquare o = { shape.x, shape.z, u, v, shape.r, shape.r };
return o;
}
else
{
StaticShape& shape = m_StaticShapes[TAG_TO_INDEX(tag)];
ObstructionSquare o = { shape.x, shape.z, shape.u, shape.v, shape.hw, shape.hh };
return o;
}
}
virtual bool TestLine(const IObstructionTestFilter& filter, entity_pos_t x0, entity_pos_t z0, entity_pos_t x1, entity_pos_t z1, entity_pos_t r);
virtual bool TestStaticShape(const IObstructionTestFilter& filter, entity_pos_t x, entity_pos_t z, entity_pos_t a, entity_pos_t w, entity_pos_t h);
virtual bool TestUnitShape(const IObstructionTestFilter& filter, entity_pos_t x, entity_pos_t z, entity_pos_t r);
virtual bool Rasterise(Grid<u8>& grid);
virtual void GetObstructionsInRange(const IObstructionTestFilter& filter, entity_pos_t x0, entity_pos_t z0, entity_pos_t x1, entity_pos_t z1, std::vector<ObstructionSquare>& squares);
virtual bool FindMostImportantObstruction(entity_pos_t x, entity_pos_t z, entity_pos_t r, ObstructionSquare& square);
virtual void SetDebugOverlay(bool enabled)
{
m_DebugOverlayEnabled = enabled;
m_DebugOverlayDirty = true;
if (!enabled)
m_DebugOverlayLines.clear();
}
void RenderSubmit(const CSimContext& context, SceneCollector& collector);
private:
// To support lazy updates of grid rasterisations of obstruction data,
// we maintain a DirtyID here and increment it whenever obstructions change;
// if a grid has a lower DirtyID then it needs to be updated.
size_t m_DirtyID;
/**
* Mark all previous Rasterise()d grids as dirty
*/
void MakeDirty()
{
++m_DirtyID;
m_DebugOverlayDirty = true;
}
/**
* Test whether a Rasterise()d grid is dirty and needs updating
*/
template<typename T>
bool IsDirty(const Grid<T>& grid)
{
return grid.m_DirtyID < m_DirtyID;
}
};
REGISTER_COMPONENT_TYPE(ObstructionManager)
bool CCmpObstructionManager::TestLine(const IObstructionTestFilter& filter, entity_pos_t x0, entity_pos_t z0, entity_pos_t x1, entity_pos_t z1, entity_pos_t r)
{
PROFILE("TestLine");
// TODO: this is all very inefficient, it should use some kind of spatial data structures
for (std::map<u32, UnitShape>::iterator it = m_UnitShapes.begin(); it != m_UnitShapes.end(); ++it)
{
if (!filter.Allowed(UNIT_INDEX_TO_TAG(it->first), it->second.moving))
continue;
CFixedVector2D center(it->second.x, it->second.z);
CFixedVector2D halfSize(it->second.r + r, it->second.r + r);
CFixedVector2D u(entity_pos_t::FromInt(1), entity_pos_t::Zero());
CFixedVector2D v(entity_pos_t::Zero(), entity_pos_t::FromInt(1));
if (Geometry::TestRaySquare(CFixedVector2D(x0, z0) - center, CFixedVector2D(x1, z1) - center, u, v, halfSize))
return true;
// If this is slow we could use a specialised TestRayAlignedSquare for axis-aligned squares
}
for (std::map<u32, StaticShape>::iterator it = m_StaticShapes.begin(); it != m_StaticShapes.end(); ++it)
{
if (!filter.Allowed(STATIC_INDEX_TO_TAG(it->first), false))
continue;
CFixedVector2D center(it->second.x, it->second.z);
CFixedVector2D halfSize(it->second.hw + r, it->second.hh + r);
if (Geometry::TestRaySquare(CFixedVector2D(x0, z0) - center, CFixedVector2D(x1, z1) - center, it->second.u, it->second.v, halfSize))
return true;
}
return false;
}
bool CCmpObstructionManager::TestStaticShape(const IObstructionTestFilter& filter, entity_pos_t x, entity_pos_t z, entity_pos_t a, entity_pos_t w, entity_pos_t h)
{
PROFILE("TestStaticShape");
CFixed_23_8 s, c;
sincos_approx(a, s, c);
CFixedVector2D u(c, -s);
CFixedVector2D v(s, c);
CFixedVector2D center(x, z);
CFixedVector2D halfSize(w/2, h/2);
for (std::map<u32, UnitShape>::iterator it = m_UnitShapes.begin(); it != m_UnitShapes.end(); ++it)
{
if (!filter.Allowed(UNIT_INDEX_TO_TAG(it->first), it->second.moving))
continue;
CFixedVector2D center1(it->second.x, it->second.z);
if (Geometry::PointIsInSquare(center1 - center, u, v, CFixedVector2D(halfSize.X + it->second.r, halfSize.Y + it->second.r)))
return true;
}
for (std::map<u32, StaticShape>::iterator it = m_StaticShapes.begin(); it != m_StaticShapes.end(); ++it)
{
if (!filter.Allowed(STATIC_INDEX_TO_TAG(it->first), false))
continue;
CFixedVector2D center1(it->second.x, it->second.z);
CFixedVector2D halfSize1(it->second.hw, it->second.hh);
if (Geometry::TestSquareSquare(center, u, v, halfSize, center1, it->second.u, it->second.v, halfSize1))
return true;
}
return false;
}
bool CCmpObstructionManager::TestUnitShape(const IObstructionTestFilter& filter, entity_pos_t x, entity_pos_t z, entity_pos_t r)
{
PROFILE("TestUnitShape");
CFixedVector2D center(x, z);
for (std::map<u32, UnitShape>::iterator it = m_UnitShapes.begin(); it != m_UnitShapes.end(); ++it)
{
if (!filter.Allowed(UNIT_INDEX_TO_TAG(it->first), it->second.moving))
continue;
entity_pos_t r1 = it->second.r;
if (!(it->second.x + r1 < x - r || it->second.x - r1 > x + r || it->second.z + r1 < z - r || it->second.z - r1 > z + r))
return true;
}
for (std::map<u32, StaticShape>::iterator it = m_StaticShapes.begin(); it != m_StaticShapes.end(); ++it)
{
if (!filter.Allowed(STATIC_INDEX_TO_TAG(it->first), false))
continue;
CFixedVector2D center1(it->second.x, it->second.z);
if (Geometry::PointIsInSquare(center1 - center, it->second.u, it->second.v, CFixedVector2D(it->second.hw + r, it->second.hh + r)))
return true;
}
return false;
}
/**
* Compute the tile indexes on the grid nearest to a given point
*/
static void NearestTile(entity_pos_t x, entity_pos_t z, u16& i, u16& j, u16 w, u16 h)
{
i = clamp((x / (int)CELL_SIZE).ToInt_RoundToZero(), 0, w-1);
j = clamp((z / (int)CELL_SIZE).ToInt_RoundToZero(), 0, h-1);
}
/**
* Returns the position of the center of the given tile
*/
static void TileCenter(u16 i, u16 j, entity_pos_t& x, entity_pos_t& z)
{
x = entity_pos_t::FromInt(i*(int)CELL_SIZE + CELL_SIZE/2);
z = entity_pos_t::FromInt(j*(int)CELL_SIZE + CELL_SIZE/2);
}
bool CCmpObstructionManager::Rasterise(Grid<u8>& grid)
{
if (!IsDirty(grid))
return false;
grid.m_DirtyID = m_DirtyID;
// TODO: this is all hopelessly inefficient
// What we should perhaps do is have some kind of quadtree storing Shapes so it's
// quick to invalidate and update small numbers of tiles
grid.reset();
for (std::map<u32, StaticShape>::iterator it = m_StaticShapes.begin(); it != m_StaticShapes.end(); ++it)
{
CFixedVector2D center(it->second.x, it->second.z);
// Since we only count tiles whose centers are inside the square,
// we maybe want to expand the square a bit so we're less likely to think there's
// free space between buildings when there isn't. But this is just a random guess
// and needs to be tweaked until everything works nicely.
entity_pos_t expand = entity_pos_t::FromInt(CELL_SIZE / 2);
CFixedVector2D halfSize(it->second.hw + expand, it->second.hh + expand);
CFixedVector2D halfBound = Geometry::GetHalfBoundingBox(it->second.u, it->second.v, halfSize);
u16 i0, j0, i1, j1;
NearestTile(center.X - halfBound.X, center.Y - halfBound.Y, i0, j0, grid.m_W, grid.m_H);
NearestTile(center.X + halfBound.X, center.Y + halfBound.Y, i1, j1, grid.m_W, grid.m_H);
for (u16 j = j0; j <= j1; ++j)
{
for (u16 i = i0; i <= i1; ++i)
{
entity_pos_t x, z;
TileCenter(i, j, x, z);
if (Geometry::PointIsInSquare(CFixedVector2D(x, z) - center, it->second.u, it->second.v, halfSize))
grid.set(i, j, 1);
}
}
}
return true;
}
void CCmpObstructionManager::GetObstructionsInRange(const IObstructionTestFilter& filter, entity_pos_t x0, entity_pos_t z0, entity_pos_t x1, entity_pos_t z1, std::vector<ObstructionSquare>& squares)
{
// TODO: this should be made faster with quadtrees or whatever
PROFILE("GetObstructionsInRange");
for (std::map<u32, UnitShape>::iterator it = m_UnitShapes.begin(); it != m_UnitShapes.end(); ++it)
{
if (!filter.Allowed(UNIT_INDEX_TO_TAG(it->first), it->second.moving))
continue;
entity_pos_t r = it->second.r;
// Skip this object if it's completely outside the requested range
if (it->second.x + r < x0 || it->second.x - r > x1 || it->second.z + r < z0 || it->second.z - r > z1)
continue;
CFixedVector2D u(entity_pos_t::FromInt(1), entity_pos_t::Zero());
CFixedVector2D v(entity_pos_t::Zero(), entity_pos_t::FromInt(1));
ObstructionSquare s = { it->second.x, it->second.z, u, v, r, r };
squares.push_back(s);
}
for (std::map<u32, StaticShape>::iterator it = m_StaticShapes.begin(); it != m_StaticShapes.end(); ++it)
{
if (!filter.Allowed(STATIC_INDEX_TO_TAG(it->first), false))
continue;
entity_pos_t r = it->second.hw + it->second.hh; // overestimate the max dist of an edge from the center
// Skip this object if its overestimated bounding box is completely outside the requested range
if (it->second.x + r < x0 || it->second.x - r > x1 || it->second.z + r < z0 || it->second.z - r > z1)
continue;
// TODO: maybe we should use Geometry::GetHalfBoundingBox to be more precise?
ObstructionSquare s = { it->second.x, it->second.z, it->second.u, it->second.v, it->second.hw, it->second.hh };
squares.push_back(s);
}
}
bool CCmpObstructionManager::FindMostImportantObstruction(entity_pos_t x, entity_pos_t z, entity_pos_t r, ObstructionSquare& square)
{
std::vector<ObstructionSquare> squares;
CFixedVector2D center(x, z);
// First look for obstructions that are covering the exact target point
NullObstructionFilter filter;
GetObstructionsInRange(filter, x, z, x, z, squares);
// Building squares are more important but returned last, so check backwards
for (std::vector<ObstructionSquare>::reverse_iterator it = squares.rbegin(); it != squares.rend(); ++it)
{
CFixedVector2D halfSize(it->hw, it->hh);
if (Geometry::PointIsInSquare(CFixedVector2D(it->x, it->z) - center, it->u, it->v, halfSize))
{
square = *it;
return true;
}
}
// Then look for obstructions that cover the target point when expanded by r
// (i.e. if the target is not inside an object but closer than we can get to it)
// TODO: actually do that
// (This might matter when you tell a unit to walk too close to the edge of a building)
return false;
}
void CCmpObstructionManager::RenderSubmit(const CSimContext& context, SceneCollector& collector)
{
if (!m_DebugOverlayEnabled)
return;
CColor defaultColour(0, 0, 1, 1);
CColor movingColour(1, 0, 1, 1);
// If the shapes have changed, then regenerate all the overlays
if (m_DebugOverlayDirty)
{
m_DebugOverlayLines.clear();
for (std::map<u32, UnitShape>::iterator it = m_UnitShapes.begin(); it != m_UnitShapes.end(); ++it)
{
m_DebugOverlayLines.push_back(SOverlayLine());
m_DebugOverlayLines.back().m_Color = (it->second.moving ? movingColour : defaultColour);
SimRender::ConstructSquareOnGround(context, it->second.x.ToFloat(), it->second.z.ToFloat(), it->second.r.ToFloat()*2, it->second.r.ToFloat()*2, 0, m_DebugOverlayLines.back());
}
for (std::map<u32, StaticShape>::iterator it = m_StaticShapes.begin(); it != m_StaticShapes.end(); ++it)
{
m_DebugOverlayLines.push_back(SOverlayLine());
m_DebugOverlayLines.back().m_Color = defaultColour;
float a = atan2(it->second.v.X.ToFloat(), it->second.v.Y.ToFloat());
SimRender::ConstructSquareOnGround(context, it->second.x.ToFloat(), it->second.z.ToFloat(), it->second.hw.ToFloat()*2, it->second.hh.ToFloat()*2, a, m_DebugOverlayLines.back());
}
m_DebugOverlayDirty = false;
}
for (size_t i = 0; i < m_DebugOverlayLines.size(); ++i)
collector.Submit(&m_DebugOverlayLines[i]);
}