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0ad/source/simulation2/components/CCmpRallyPointRenderer.h
wraitii 6b2b071ad5 Move LOS to a los helper header and cleanup Grid.h includes.
Changing Grid.h should recompile faster, as it is now included in fewer
TUs.

Differential Revision: https://code.wildfiregames.com/D2784
This was SVN commit r23774.
2020-06-14 20:39:03 +00:00

276 lines
10 KiB
C++

/* Copyright (C) 2019 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/>.
*/
#ifndef INCLUDED_CCMPRALLYPOINTRENDERER
#define INCLUDED_CCMPRALLYPOINTRENDERER
#include "ICmpRallyPointRenderer.h"
#include "graphics/Overlay.h"
#include "graphics/TextureManager.h"
#include "simulation2/MessageTypes.h"
#include "simulation2/components/ICmpFootprint.h"
#include "simulation2/components/ICmpObstructionManager.h"
#include "simulation2/components/ICmpOwnership.h"
#include "simulation2/components/ICmpPathfinder.h"
#include "simulation2/components/ICmpPlayer.h"
#include "simulation2/components/ICmpPlayerManager.h"
#include "simulation2/components/ICmpPosition.h"
#include "simulation2/components/ICmpTerrain.h"
#include "simulation2/components/ICmpVisual.h"
#include "simulation2/components/ICmpWaterManager.h"
#include "simulation2/helpers/Render.h"
#include "simulation2/helpers/Geometry.h"
#include "simulation2/system/Component.h"
#include "ps/CLogger.h"
#include "ps/Profile.h"
#include "renderer/Renderer.h"
struct SVisibilitySegment
{
bool m_Visible;
size_t m_StartIndex;
size_t m_EndIndex; // Inclusive
SVisibilitySegment(bool visible, size_t startIndex, size_t endIndex)
: m_Visible(visible), m_StartIndex(startIndex), m_EndIndex(endIndex)
{}
bool operator==(const SVisibilitySegment& other) const
{
return m_Visible == other.m_Visible && m_StartIndex == other.m_StartIndex && m_EndIndex == other.m_EndIndex;
}
bool operator!=(const SVisibilitySegment& other) const
{
return !(*this == other);
}
bool IsSinglePoint() const
{
return m_StartIndex == m_EndIndex;
}
};
class CCmpRallyPointRenderer : public ICmpRallyPointRenderer
{
public:
static std::string GetSchema();
static void ClassInit(CComponentManager& componentManager);
virtual void Init(const CParamNode& paramNode);
virtual void Deinit();
virtual void Serialize(ISerializer& UNUSED(serialize));
virtual void Deserialize(const CParamNode& paramNode, IDeserializer& UNUSED(deserialize));
virtual void HandleMessage(const CMessage& msg, bool UNUSED(global));
/*
* Must be called whenever m_Displayed or the size of m_RallyPoints change,
* to determine whether we need to respond to render messages.
*/
virtual void UpdateMessageSubscriptions();
virtual void AddPosition_wrapper(const CFixedVector2D& pos);
virtual void SetPosition(const CFixedVector2D& pos);
virtual void UpdatePosition(u32 rallyPointId, const CFixedVector2D& pos);
virtual void SetDisplayed(bool displayed);
virtual void Reset();
virtual void UpdateColor();
/**
* Returns true if at least one display rally point is set; i.e., if we have a point to render our marker/line at.
*/
virtual bool IsSet() const;
DEFAULT_COMPONENT_ALLOCATOR(RallyPointRenderer)
protected:
/**
* Display position of the rally points. Note that this are merely the display positions; they not necessarily the same as the
* actual positions used in the simulation at any given time. In particular, we need this separate copy to support
* instantaneously rendering the rally point markers/lines when the user sets one in-game (instead of waiting until the
* network-synchronization code sets it on the RallyPoint component, which might take up to half a second).
*/
std::vector<CFixedVector2D> m_RallyPoints;
/**
* Full path to the rally points as returned by the pathfinder, with some post-processing applied to reduce zig/zagging.
*/
std::vector<std::vector<CVector2D> > m_Path;
/**
* Visibility segments of the rally point paths; splits the path into SoD/non-SoD segments.
*/
std::vector<std::vector<SVisibilitySegment> > m_VisibilitySegments;
/**
* Should we render the rally points and the path lines? (set from JS when e.g. the unit is selected/deselected)
*/
bool m_Displayed;
/**
* Smooth the path before rendering?
*/
bool m_SmoothPath;
/**
* Entity IDs of the rally point markers.
*/
std::vector<entity_id_t> m_MarkerEntityIds;
size_t m_LastMarkerCount;
/**
* Last seen owner of this entity (used to keep track of ownership changes).
*/
player_id_t m_LastOwner;
/**
* Template name of the rally point markers.
*/
std::wstring m_MarkerTemplate;
/**
* Marker connector line settings (loaded from XML)
*/
float m_LineThickness;
CColor m_LineColor;
CColor m_LineDashColor;
SOverlayTexturedLine::LineCapType m_LineStartCapType;
SOverlayTexturedLine::LineCapType m_LineEndCapType;
std::wstring m_LineTexturePath;
std::wstring m_LineTextureMaskPath;
/**
* Pathfinder passability class to use for computing the (long-range) marker line path.
*/
std::string m_LinePassabilityClass;
CTexturePtr m_Texture;
CTexturePtr m_TextureMask;
/**
* Textured overlay lines to be used for rendering the marker line. There can be multiple because we may need to render
* dashes for segments that are inside the SoD.
*/
std::vector<std::vector<SOverlayTexturedLine> > m_TexturedOverlayLines;
/**
* Draw little overlay circles to indicate where the exact path points are.
*/
bool m_EnableDebugNodeOverlay;
std::vector<std::vector<SOverlayLine> > m_DebugNodeOverlays;
private:
/**
* Helper function for AddPosition_wrapper and SetPosition.
*/
void AddPosition(CFixedVector2D pos, bool recompute);
/**
* Helper function to set the line color to its owner's color.
*/
void UpdateLineColor();
/**
* Repositions the rally point markers; moves them outside of the world (ie. hides them), or positions them at the currently
* set rally points. Also updates the actor's variation according to the entity's current owning player's civilization.
*
* Should be called whenever either the position of a rally point changes (including whether it is set or not), or the display
* flag changes, or the ownership of the entity changes.
*/
void UpdateMarkers();
/**
* Recomputes all the full paths from this entity to the rally point and from the rally point to the next, and does all the necessary
* post-processing to make them prettier.
*
* Should be called whenever all rally points' position changes.
*/
void RecomputeAllRallyPointPaths();
/**
* Recomputes the full path for m_Path[ @p index], and does all the necessary post-processing to make it prettier.
*
* Should be called whenever either the starting position or the rally point's position changes.
*/
void RecomputeRallyPointPath_wrapper(size_t index);
/**
* Recomputes the full path from this entity/the previous rally point to the next rally point, and does all the necessary
* post-processing to make it prettier. This doesn't check if we have a valid position or if a rally point is set.
*
* You shouldn't need to call this method directly.
*/
void RecomputeRallyPointPath(size_t index, CmpPtr<ICmpPosition>& cmpPosition, CmpPtr<ICmpFootprint>& cmpFootprint, CmpPtr<ICmpPathfinder> cmpPathfinder);
/**
* Checks for changes to the SoD to the previously saved state, and reconstructs the visibility segments and overlay lines to
* match if necessary. Does nothing if the rally point lines are not currently set to be displayed, or if no rally point is set.
*/
void UpdateOverlayLines();
/**
* Sets up all overlay lines for rendering according to the current full path and visibility segments. Splits the line into solid
* and dashed pieces (for the SoD). Should be called whenever the SoD has changed. If no full path is currently set, this method
* does nothing.
*/
void ConstructAllOverlayLines();
/**
* Sets up the overlay lines for rendering according to the full path and visibility segments at @p index. Splits the line into
* solid and dashed pieces (for the SoD). Should be called whenever the SoD of the path at @p index has changed.
*/
void ConstructOverlayLines(size_t index);
/**
* Get the point on the footprint edge that's as close from "start" as possible.
*/
void GetClosestsEdgePointFrom(CFixedVector2D& result, CFixedVector2D& start, CmpPtr<ICmpPosition> cmpPosition, CmpPtr<ICmpFootprint> cmpFootprint) const;
/**
* Returns a list of indices of waypoints in the current path (m_Path[index]) where the LOS visibility changes, ordered from
* building/previous rally point to rally point. Used to construct the overlay line segments and track changes to the SoD.
*/
void GetVisibilitySegments(std::vector<SVisibilitySegment>& out, size_t index) const;
/**
* Simplifies the path by removing waypoints that lie between two points that are visible from one another. This is primarily
* intended to reduce some unnecessary curviness of the path; the pathfinder returns a mathematically (near-)optimal path, which
* will happily curve and bend to reduce costs. Visually, it doesn't make sense for a rally point path to curve and bend when it
* could just as well have gone in a straight line; that's why we have this, to make it look more natural.
*
* @p coords array of path coordinates to simplify
* @p maxSegmentLinks if non-zero, indicates the maximum amount of consecutive node-to-node links that can be joined into a
* single link. If this value is set to e.g. 1, then no reductions will be performed. A value of 3 means that
* at most 3 consecutive node links will be joined into a single link.
* @p floating whether to consider nodes who are under the water level as floating on top of the water
*/
void ReduceSegmentsByVisibility(std::vector<CVector2D>& coords, unsigned maxSegmentLinks = 0, bool floating = true) const;
/**
* Helper function to GetVisibilitySegments, factored out for testing. Merges single-point segments with its neighbouring
* segments. You should not have to call this method directly.
*/
static void MergeVisibilitySegments(std::vector<SVisibilitySegment>& segments);
void RenderSubmit(SceneCollector& collector, const CFrustum& frustum, bool culling);
};
REGISTER_COMPONENT_TYPE(RallyPointRenderer)
#endif // INCLUDED_CCMPRALLYPOINTRENDERER