Moves particle interpolation to its own simulation component.
Fixes inconsistency between Atlas and in-game particle rendering during pauses. Fixes some issues related to Atlas simulation test and map loading. This was SVN commit r13184.
This commit is contained in:
parent
9e1b4a4370
commit
92fdbb49b6
@ -305,11 +305,6 @@ bool CGame::Update(const double deltaRealTime, bool doInterpolate)
|
||||
g_SoundManager->IdleTask();
|
||||
#endif
|
||||
}
|
||||
|
||||
// TODO: maybe we should add a CCmpParticleInterface that passes the interpolation commands
|
||||
// etc to CParticleManager. But in the meantime just handle it explicitly here.
|
||||
if (doInterpolate && CRenderer::IsInitialised())
|
||||
g_Renderer.GetParticleManager().Interpolate(deltaSimTime);
|
||||
|
||||
return ok;
|
||||
}
|
||||
@ -320,9 +315,6 @@ void CGame::Interpolate(float simFrameLength, float realFrameLength)
|
||||
return;
|
||||
|
||||
m_TurnManager->Interpolate(simFrameLength, realFrameLength);
|
||||
|
||||
if (CRenderer::IsInitialised())
|
||||
g_Renderer.GetParticleManager().Interpolate(simFrameLength);
|
||||
}
|
||||
|
||||
|
||||
|
@ -1,4 +1,4 @@
|
||||
/* Copyright (C) 2012 Wildfire Games.
|
||||
/* Copyright (C) 2013 Wildfire Games.
|
||||
* This file is part of 0 A.D.
|
||||
*
|
||||
* 0 A.D. is free software: you can redistribute it and/or modify
|
||||
@ -102,6 +102,7 @@ public:
|
||||
|
||||
componentManager.AddComponent(SYSTEM_ENTITY, CID_CommandQueue, noParam);
|
||||
componentManager.AddComponent(SYSTEM_ENTITY, CID_ObstructionManager, noParam);
|
||||
componentManager.AddComponent(SYSTEM_ENTITY, CID_ParticleManager, noParam);
|
||||
componentManager.AddComponent(SYSTEM_ENTITY, CID_Pathfinder, noParam);
|
||||
componentManager.AddComponent(SYSTEM_ENTITY, CID_ProjectileManager, noParam);
|
||||
componentManager.AddComponent(SYSTEM_ENTITY, CID_RangeManager, noParam);
|
||||
|
@ -1,4 +1,4 @@
|
||||
/* Copyright (C) 2012 Wildfire Games.
|
||||
/* Copyright (C) 2013 Wildfire Games.
|
||||
* This file is part of 0 A.D.
|
||||
*
|
||||
* 0 A.D. is free software: you can redistribute it and/or modify
|
||||
@ -105,6 +105,9 @@ COMPONENT(OverlayRenderer)
|
||||
INTERFACE(Ownership)
|
||||
COMPONENT(Ownership)
|
||||
|
||||
INTERFACE(ParticleManager)
|
||||
COMPONENT(ParticleManager)
|
||||
|
||||
INTERFACE(Pathfinder)
|
||||
COMPONENT(Pathfinder)
|
||||
|
||||
|
86
source/simulation2/components/CCmpParticleManager.cpp
Normal file
86
source/simulation2/components/CCmpParticleManager.cpp
Normal file
@ -0,0 +1,86 @@
|
||||
/* Copyright (C) 2013 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 "ICmpParticleManager.h"
|
||||
|
||||
#include "simulation2/MessageTypes.h"
|
||||
|
||||
#include "graphics/ParticleManager.h"
|
||||
#include "renderer/Renderer.h"
|
||||
|
||||
class CCmpParticleManager : public ICmpParticleManager
|
||||
{
|
||||
public:
|
||||
static void ClassInit(CComponentManager& componentManager)
|
||||
{
|
||||
componentManager.SubscribeToMessageType(MT_Interpolate);
|
||||
}
|
||||
|
||||
DEFAULT_COMPONENT_ALLOCATOR(ParticleManager)
|
||||
|
||||
bool useSimTime;
|
||||
|
||||
static std::string GetSchema()
|
||||
{
|
||||
return "<a:component type='system'/><empty/>";
|
||||
}
|
||||
|
||||
virtual void Init(const CParamNode& UNUSED(paramNode))
|
||||
{
|
||||
useSimTime = true;
|
||||
}
|
||||
|
||||
virtual void Deinit()
|
||||
{
|
||||
}
|
||||
|
||||
virtual void Serialize(ISerializer& UNUSED(serialize))
|
||||
{
|
||||
}
|
||||
|
||||
virtual void Deserialize(const CParamNode& paramNode, IDeserializer& UNUSED(deserialize))
|
||||
{
|
||||
Init(paramNode);
|
||||
}
|
||||
|
||||
virtual void HandleMessage(const CMessage& msg, bool UNUSED(global))
|
||||
{
|
||||
switch (msg.GetType())
|
||||
{
|
||||
case MT_Interpolate:
|
||||
{
|
||||
const CMessageInterpolate& msgData = static_cast<const CMessageInterpolate&> (msg);
|
||||
if (CRenderer::IsInitialised())
|
||||
{
|
||||
float time = useSimTime ? msgData.deltaSimTime : msgData.deltaRealTime;
|
||||
g_Renderer.GetParticleManager().Interpolate(time);
|
||||
}
|
||||
break;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
virtual void SetUseSimTime(bool flag)
|
||||
{
|
||||
useSimTime = flag;
|
||||
}
|
||||
};
|
||||
|
||||
REGISTER_COMPONENT_TYPE(ParticleManager)
|
25
source/simulation2/components/ICmpParticleManager.cpp
Normal file
25
source/simulation2/components/ICmpParticleManager.cpp
Normal file
@ -0,0 +1,25 @@
|
||||
/* Copyright (C) 2013 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 "ICmpParticleManager.h"
|
||||
|
||||
#include "simulation2/system/InterfaceScripted.h"
|
||||
|
||||
BEGIN_INTERFACE_WRAPPER(ParticleManager)
|
||||
END_INTERFACE_WRAPPER(ParticleManager)
|
39
source/simulation2/components/ICmpParticleManager.h
Normal file
39
source/simulation2/components/ICmpParticleManager.h
Normal file
@ -0,0 +1,39 @@
|
||||
/* Copyright (C) 2013 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_ICMPPARTICLEMANAGER
|
||||
#define INCLUDED_ICMPPARTICLEMANAGER
|
||||
|
||||
#include "simulation2/system/Interface.h"
|
||||
|
||||
/**
|
||||
* Minimal interface for particle rendering
|
||||
*/
|
||||
class ICmpParticleManager : public IComponent
|
||||
{
|
||||
public:
|
||||
|
||||
/**
|
||||
* Set whether particle rendering should use sim time
|
||||
* If false, it uses real time and updates even during paused game
|
||||
*/
|
||||
virtual void SetUseSimTime(bool flag) = 0;
|
||||
|
||||
DECLARE_INTERFACE_TYPE(ParticleManager)
|
||||
};
|
||||
|
||||
#endif // INCLUDED_ICMPPARTICLEMANAGER
|
@ -1,4 +1,4 @@
|
||||
/* Copyright (C) 2012 Wildfire Games.
|
||||
/* Copyright (C) 2013 Wildfire Games.
|
||||
* This file is part of 0 A.D.
|
||||
*
|
||||
* 0 A.D. is free software: you can redistribute it and/or modify
|
||||
@ -522,6 +522,7 @@ ScenarioEditor::ScenarioEditor(wxWindow* parent, ScriptInterface& scriptInterfac
|
||||
// Start with a blank map (so that the editor can assume there's always
|
||||
// a valid map loaded)
|
||||
POST_MESSAGE(LoadMap, (_T("_default")));
|
||||
POST_MESSAGE(SimPlay, (0.f, false));
|
||||
|
||||
// Select the initial sidebar (after the map has loaded)
|
||||
m_SectionLayout.SelectPage(_T("MapSidebar"));
|
||||
|
@ -1,4 +1,4 @@
|
||||
/* Copyright (C) 2011 Wildfire Games.
|
||||
/* Copyright (C) 2013 Wildfire Games.
|
||||
* This file is part of 0 A.D.
|
||||
*
|
||||
* 0 A.D. is free software: you can redistribute it and/or modify
|
||||
@ -387,6 +387,12 @@ void MapSidebar::OnFirstDisplay()
|
||||
void MapSidebar::OnMapReload()
|
||||
{
|
||||
m_MapSettingsCtrl->ReadFromEngine();
|
||||
|
||||
// Reset sim test buttons
|
||||
POST_MESSAGE(SimPlay, (0.f, false));
|
||||
POST_MESSAGE(GuiSwitchPage, (L"page_atlas.xml"));
|
||||
m_SimState = SimInactive;
|
||||
UpdateSimButtons();
|
||||
}
|
||||
|
||||
void MapSidebar::UpdateSimButtons()
|
||||
@ -436,12 +442,12 @@ void MapSidebar::OnSimPlay(wxCommandEvent& event)
|
||||
|
||||
POST_MESSAGE(SimStateSave, (L"default"));
|
||||
POST_MESSAGE(GuiSwitchPage, (L"page_session.xml"));
|
||||
POST_MESSAGE(SimPlay, (speed));
|
||||
POST_MESSAGE(SimPlay, (speed, true));
|
||||
m_SimState = newState;
|
||||
}
|
||||
else // paused or already playing at a different speed
|
||||
{
|
||||
POST_MESSAGE(SimPlay, (speed));
|
||||
POST_MESSAGE(SimPlay, (speed, true));
|
||||
m_SimState = newState;
|
||||
}
|
||||
UpdateSimButtons();
|
||||
@ -451,7 +457,7 @@ void MapSidebar::OnSimPause(wxCommandEvent& WXUNUSED(event))
|
||||
{
|
||||
if (IsPlaying(m_SimState))
|
||||
{
|
||||
POST_MESSAGE(SimPlay, (0.f));
|
||||
POST_MESSAGE(SimPlay, (0.f, true));
|
||||
m_SimState = SimPaused;
|
||||
}
|
||||
UpdateSimButtons();
|
||||
@ -461,14 +467,17 @@ void MapSidebar::OnSimReset(wxCommandEvent& WXUNUSED(event))
|
||||
{
|
||||
if (IsPlaying(m_SimState))
|
||||
{
|
||||
POST_MESSAGE(SimPlay, (0.f));
|
||||
POST_MESSAGE(SimPlay, (0.f, true));
|
||||
POST_MESSAGE(SimStateRestore, (L"default"));
|
||||
POST_MESSAGE(SimPlay, (0.f, false));
|
||||
POST_MESSAGE(GuiSwitchPage, (L"page_atlas.xml"));
|
||||
m_SimState = SimInactive;
|
||||
}
|
||||
else if (m_SimState == SimPaused)
|
||||
{
|
||||
POST_MESSAGE(SimPlay, (0.f, true));
|
||||
POST_MESSAGE(SimStateRestore, (L"default"));
|
||||
POST_MESSAGE(SimPlay, (0.f, false));
|
||||
POST_MESSAGE(GuiSwitchPage, (L"page_atlas.xml"));
|
||||
m_SimState = SimInactive;
|
||||
}
|
||||
|
@ -1,4 +1,4 @@
|
||||
/* Copyright (C) 2012 Wildfire Games.
|
||||
/* Copyright (C) 2013 Wildfire Games.
|
||||
* This file is part of 0 A.D.
|
||||
*
|
||||
* 0 A.D. is free software: you can redistribute it and/or modify
|
||||
@ -529,7 +529,6 @@ void ActorViewer::Update(float simFrameLength, float realFrameLength)
|
||||
{
|
||||
m.Simulation2.Update((int)(simFrameLength*1000));
|
||||
m.Simulation2.Interpolate(simFrameLength, 0, realFrameLength);
|
||||
g_Renderer.GetParticleManager().Interpolate(simFrameLength);
|
||||
|
||||
if (m.WalkEnabled && m.CurrentSpeed)
|
||||
{
|
||||
|
@ -1,4 +1,4 @@
|
||||
/* Copyright (C) 2012 Wildfire Games.
|
||||
/* Copyright (C) 2013 Wildfire Games.
|
||||
* This file is part of 0 A.D.
|
||||
*
|
||||
* 0 A.D. is free software: you can redistribute it and/or modify
|
||||
@ -143,6 +143,7 @@ QUERYHANDLER(SimStateDebugDump)
|
||||
MESSAGEHANDLER(SimPlay)
|
||||
{
|
||||
AtlasView::GetView_Game()->SetSpeedMultiplier(msg->speed);
|
||||
AtlasView::GetView_Game()->SetTesting(msg->simTest);
|
||||
}
|
||||
|
||||
MESSAGEHANDLER(JavaScript)
|
||||
|
@ -117,6 +117,7 @@ QUERY(SimStateDebugDump,
|
||||
|
||||
MESSAGE(SimPlay,
|
||||
((float, speed)) // 0 for pause, 1 for normal speed
|
||||
((bool, simTest)) // true if we're in simulation test mode, false otherwise
|
||||
);
|
||||
|
||||
//////////////////////////////////////////////////////////////////////////
|
||||
|
@ -1,4 +1,4 @@
|
||||
/* Copyright (C) 2012 Wildfire Games.
|
||||
/* Copyright (C) 2013 Wildfire Games.
|
||||
* This file is part of 0 A.D.
|
||||
*
|
||||
* 0 A.D. is free software: you can redistribute it and/or modify
|
||||
@ -38,6 +38,7 @@
|
||||
#include "renderer/Renderer.h"
|
||||
#include "simulation2/Simulation2.h"
|
||||
#include "simulation2/components/ICmpObstructionManager.h"
|
||||
#include "simulation2/components/ICmpParticleManager.h"
|
||||
#include "simulation2/components/ICmpPathfinder.h"
|
||||
|
||||
extern void (*Atlas_GLSwapBuffers)(void* context);
|
||||
@ -168,7 +169,7 @@ static void delete_pair_2nd(std::pair<T,S> v)
|
||||
}
|
||||
|
||||
AtlasViewGame::AtlasViewGame()
|
||||
: m_SpeedMultiplier(0.f)
|
||||
: m_SpeedMultiplier(0.f), m_IsTesting(false)
|
||||
{
|
||||
ENSURE(g_Game);
|
||||
}
|
||||
@ -194,14 +195,6 @@ void AtlasViewGame::Update(float realFrameLength)
|
||||
{
|
||||
// Update unit interpolation
|
||||
g_Game->Interpolate(0.0, realFrameLength);
|
||||
|
||||
// Update particles even when the game is paused, so people can see
|
||||
// what they look like (i.e., use real time to simulate them).
|
||||
// (TODO: maybe it'd be nice if this only applied in
|
||||
// the not-testing-game editor state, not the testing-game-but-currently-paused
|
||||
// state. Or maybe display a static snapshot of the particles (at some time
|
||||
// later than 0 so they're actually visible) instead of animation, or something.)
|
||||
g_Renderer.GetParticleManager().Interpolate(realFrameLength);
|
||||
}
|
||||
else
|
||||
{
|
||||
@ -355,6 +348,15 @@ void AtlasViewGame::SetSpeedMultiplier(float speed)
|
||||
m_SpeedMultiplier = speed;
|
||||
}
|
||||
|
||||
void AtlasViewGame::SetTesting(bool testing)
|
||||
{
|
||||
m_IsTesting = testing;
|
||||
// If we're testing, particles should freeze on pause (like in-game), otherwise they keep going
|
||||
CmpPtr<ICmpParticleManager> cmpParticleManager(*GetSimulation2(), SYSTEM_ENTITY);
|
||||
if (cmpParticleManager)
|
||||
cmpParticleManager->SetUseSimTime(m_IsTesting);
|
||||
}
|
||||
|
||||
void AtlasViewGame::SaveState(const std::wstring& label)
|
||||
{
|
||||
delete m_SavedStates[label]; // in case it already exists
|
||||
|
@ -1,4 +1,4 @@
|
||||
/* Copyright (C) 2012 Wildfire Games.
|
||||
/* Copyright (C) 2013 Wildfire Games.
|
||||
* This file is part of 0 A.D.
|
||||
*
|
||||
* 0 A.D. is free software: you can redistribute it and/or modify
|
||||
@ -94,6 +94,7 @@ public:
|
||||
virtual void SetParam(const std::wstring& name, const std::wstring& value);
|
||||
|
||||
void SetSpeedMultiplier(float speedMultiplier);
|
||||
void SetTesting(bool testing);
|
||||
void SaveState(const std::wstring& label);
|
||||
void RestoreState(const std::wstring& label);
|
||||
std::wstring DumpState(bool binary);
|
||||
@ -101,6 +102,7 @@ public:
|
||||
|
||||
private:
|
||||
float m_SpeedMultiplier;
|
||||
bool m_IsTesting;
|
||||
std::map<std::wstring, SimState*> m_SavedStates;
|
||||
std::string m_DisplayPassability;
|
||||
|
||||
|
Loading…
Reference in New Issue
Block a user