forked from 0ad/0ad
78 lines
2.0 KiB
C++
Executable File
78 lines
2.0 KiB
C++
Executable File
///////////////////////////////////////////////////////////////////////////////
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//
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// Name: UnitManager.cpp
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// Author: Rich Cross
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// Contact: rich@wildfiregames.com
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//
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///////////////////////////////////////////////////////////////////////////////
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#include "res/res.h"
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#include "Model.h"
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#include "UnitManager.h"
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#include <algorithm>
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///////////////////////////////////////////////////////////////////////////////
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// CUnitManager constructor
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CUnitManager::CUnitManager()
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{
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}
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///////////////////////////////////////////////////////////////////////////////
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// CUnitManager destructor
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CUnitManager::~CUnitManager()
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{
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DeleteAll();
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}
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///////////////////////////////////////////////////////////////////////////////
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// AddUnit: add given unit to world
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void CUnitManager::AddUnit(CUnit* unit)
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{
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m_Units.push_back(unit);
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}
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///////////////////////////////////////////////////////////////////////////////
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// RemoveUnit: remove given unit from world, but don't delete it
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void CUnitManager::RemoveUnit(CUnit* unit)
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{
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// find entry in list
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typedef std::vector<CUnit*>::iterator Iter;
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Iter i=std::find(m_Units.begin(),m_Units.end(),unit);
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if (i!=m_Units.end()) {
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m_Units.erase(i);
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}
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}
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///////////////////////////////////////////////////////////////////////////////
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// DeleteAll: remove and delete all units
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void CUnitManager::DeleteAll()
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{
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for (uint i=0;i<m_Units.size();i++) {
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delete m_Units[i];
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}
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m_Units.clear();
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}
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///////////////////////////////////////////////////////////////////////////////
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// PickUnit: iterate through units testing given ray against bounds of each
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// unit; return the closest unit, or null if everything missed
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CUnit* CUnitManager::PickUnit(const CVector3D& origin,const CVector3D& dir) const
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{
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// closest object found so far
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CUnit* hit=0;
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// distance to closest object found so far
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float dist=1.0e30f;
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for (uint i=0;i<m_Units.size();i++) {
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CUnit* unit=m_Units[i];
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float tmin,tmax;
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if (unit->GetModel()->GetBounds().RayIntersect(origin,dir,tmin,tmax)) {
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if (!hit || tmin<dist) {
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hit=unit;
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dist=tmin;
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}
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}
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}
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return hit;
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}
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