471 lines
13 KiB
C++
471 lines
13 KiB
C++
/* Copyright (C) 2015 Wildfire Games.
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* This file is part of 0 A.D.
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*
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* 0 A.D. is free software: you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation, either version 2 of the License, or
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* (at your option) any later version.
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*
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* 0 A.D. is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with 0 A.D. If not, see <http://www.gnu.org/licenses/>.
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*/
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#include "precompiled.h"
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#include "simulation2/system/Component.h"
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#include "ICmpUnitRenderer.h"
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#include "simulation2/MessageTypes.h"
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#include "ICmpPosition.h"
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#include "ICmpRangeManager.h"
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#include "ICmpSelectable.h"
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#include "ICmpVisibility.h"
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#include "ICmpVisual.h"
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#include "graphics/Frustum.h"
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#include "graphics/ModelAbstract.h"
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#include "graphics/ObjectEntry.h"
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#include "graphics/Overlay.h"
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#include "graphics/Unit.h"
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#include "maths/BoundingSphere.h"
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#include "maths/Matrix3D.h"
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#include "renderer/Scene.h"
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#include "tools/atlas/GameInterface/GameLoop.h"
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/**
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* Efficiently(ish) renders all the units in the world.
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*
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* The class maintains a list of all units that currently exist, and the data
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* needed for frustum-culling them. To minimise the amount of work done per
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* frame (despite a unit's interpolated position changing every frame), the
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* culling data is only updated once per turn: we store the position at the
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* start of the turn, and the position at the end of the turn, and assume the
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* unit might be anywhere between those two points (linearly).
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*
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* (Note this is a slightly invalid assumption: units don't always move linearly,
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* since their interpolated position depends on terrain and water. But over a
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* single turn it's probably going to be a good enough approximation, and will
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* only break for units that both start and end the turn off-screen.)
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*
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* We want to ignore rotation entirely, since it's a complex function of
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* interpolated position and terrain. So we store a bounding sphere, which
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* is rotation-independent, instead of a bounding box.
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*/
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class CCmpUnitRenderer : public ICmpUnitRenderer
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{
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public:
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struct SUnit
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{
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CEntityHandle entity;
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CUnit* actor;
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int flags;
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/**
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* m_FrameNumber from when the model's transform was last updated.
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* This is used to avoid recomputing it multiple times per frame
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* if a model is visible in multiple cull groups.
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*/
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int lastTransformFrame;
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/**
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* Worst-case bounding shape, relative to position. Needs to account
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* for all possible animations, orientations, etc.
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*/
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CBoundingSphere boundsApprox;
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/**
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* Cached LOS visibility status.
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*/
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ICmpRangeManager::ELosVisibility visibility;
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bool visibilityDirty;
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/**
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* Whether the unit has a valid position. If false, pos0 and pos1
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* are meaningless.
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*/
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bool inWorld;
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/**
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* World-space positions to interpolate between.
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*/
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CVector3D pos0;
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CVector3D pos1;
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/**
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* Bounds encompassing the unit's bounds when it is anywhere between
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* pos0 and pos1.
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*/
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CBoundingSphere sweptBounds;
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/**
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* For debug overlay.
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*/
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bool culled;
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};
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std::vector<SUnit> m_Units;
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std::vector<tag_t> m_UnitTagsFree;
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int m_FrameNumber;
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float m_FrameOffset;
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bool m_EnableDebugOverlays;
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std::vector<SOverlaySphere> m_DebugSpheres;
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static void ClassInit(CComponentManager& componentManager)
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{
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componentManager.SubscribeToMessageType(MT_TurnStart);
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componentManager.SubscribeToMessageType(MT_Interpolate);
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componentManager.SubscribeToMessageType(MT_RenderSubmit);
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}
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DEFAULT_COMPONENT_ALLOCATOR(UnitRenderer)
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static std::string GetSchema()
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{
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return "<a:component type='system'/><empty/>";
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}
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virtual void Init(const CParamNode& UNUSED(paramNode))
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{
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m_FrameNumber = 0;
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m_FrameOffset = 0.0f;
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m_EnableDebugOverlays = false;
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}
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virtual void Deinit()
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{
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}
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virtual void Serialize(ISerializer& UNUSED(serialize))
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{
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}
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virtual void Deserialize(const CParamNode& paramNode, IDeserializer& UNUSED(deserialize))
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{
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Init(paramNode);
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}
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virtual void HandleMessage(const CMessage& msg, bool UNUSED(global))
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{
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switch (msg.GetType())
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{
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case MT_TurnStart:
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{
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TurnStart();
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break;
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}
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case MT_Interpolate:
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{
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const CMessageInterpolate& msgData = static_cast<const CMessageInterpolate&> (msg);
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Interpolate(msgData.deltaSimTime, msgData.offset);
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break;
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}
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case MT_RenderSubmit:
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{
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const CMessageRenderSubmit& msgData = static_cast<const CMessageRenderSubmit&> (msg);
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RenderSubmit(msgData.collector, msgData.frustum, msgData.culling);
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break;
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}
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}
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}
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SUnit* LookupUnit(tag_t tag)
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{
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if (tag.n < 1 || tag.n - 1 >= m_Units.size())
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return NULL;
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return &m_Units[tag.n - 1];
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}
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virtual tag_t AddUnit(CEntityHandle entity, CUnit* actor, const CBoundingSphere& boundsApprox, int flags)
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{
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ENSURE(actor != NULL);
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tag_t tag;
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if (!m_UnitTagsFree.empty())
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{
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tag = m_UnitTagsFree.back();
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m_UnitTagsFree.pop_back();
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}
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else
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{
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m_Units.push_back(SUnit());
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tag.n = m_Units.size();
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}
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SUnit* unit = LookupUnit(tag);
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unit->entity = entity;
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unit->actor = actor;
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unit->lastTransformFrame = -1;
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unit->flags = flags;
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unit->boundsApprox = boundsApprox;
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unit->inWorld = false;
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unit->visibilityDirty = true;
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unit->pos0 = unit->pos1 = CVector3D();
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return tag;
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}
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virtual void RemoveUnit(tag_t tag)
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{
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SUnit* unit = LookupUnit(tag);
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unit->actor = NULL;
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unit->inWorld = false;
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m_UnitTagsFree.push_back(tag);
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}
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void RecomputeSweptBounds(SUnit* unit)
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{
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// Compute the bounding sphere of the capsule formed by
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// sweeping boundsApprox from pos0 to pos1
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CVector3D mid = (unit->pos0 + unit->pos1) * 0.5f + unit->boundsApprox.GetCenter();
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float radius = (unit->pos1 - unit->pos0).Length() * 0.5f + unit->boundsApprox.GetRadius();
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unit->sweptBounds = CBoundingSphere(mid, radius);
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}
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virtual void UpdateUnit(tag_t tag, CUnit* actor, const CBoundingSphere& boundsApprox)
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{
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SUnit* unit = LookupUnit(tag);
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unit->actor = actor;
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unit->boundsApprox = boundsApprox;
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RecomputeSweptBounds(unit);
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}
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virtual void UpdateUnitPos(tag_t tag, bool inWorld, const CVector3D& pos0, const CVector3D& pos1)
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{
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SUnit* unit = LookupUnit(tag);
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unit->inWorld = inWorld;
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unit->pos0 = pos0;
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unit->pos1 = pos1;
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unit->visibilityDirty = true;
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RecomputeSweptBounds(unit);
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}
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void TurnStart();
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void Interpolate(float frameTime, float frameOffset);
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void RenderSubmit(SceneCollector& collector, const CFrustum& frustum, bool culling);
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void UpdateVisibility(SUnit& unit);
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virtual float GetFrameOffset()
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{
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return m_FrameOffset;
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}
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virtual void SetDebugOverlay(bool enabled)
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{
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m_EnableDebugOverlays = enabled;
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}
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virtual void PickAllEntitiesAtPoint(std::vector<std::pair<CEntityHandle, CVector3D> >& outEntities, const CVector3D& origin, const CVector3D& dir, bool allowEditorSelectables)
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{
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// First, make a rough test with the worst-case bounding boxes to pick all
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// entities/models that could possibly be hit by the ray.
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std::vector<SUnit*> candidates;
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for (size_t i = 0; i < m_Units.size(); ++i)
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{
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SUnit& unit = m_Units[i];
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if (!unit.actor)
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continue;
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if (unit.sweptBounds.RayIntersect(origin, dir))
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candidates.push_back(&unit);
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}
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// Now make a more precise test to get rid of the remaining false positives
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float tmin, tmax;
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CVector3D center;
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for (size_t i = 0; i< candidates.size(); ++i)
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{
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const SUnit& unit = *candidates[i];
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CmpPtr<ICmpVisual> cmpVisual(unit.entity);
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if (!cmpVisual)
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continue;
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CBoundingBoxOriented selectionBox = cmpVisual->GetSelectionBox();
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if (selectionBox.IsEmpty())
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{
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if (!allowEditorSelectables)
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continue;
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// Fall back to using old AABB selection method for decals
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// see: http://trac.wildfiregames.com/ticket/1032
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// Decals are flat objects without a selectionShape defined,
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// but they should still be selectable in the editor to move them
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// around or delete them after they are placed.
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// Check campaigns/labels/ in the Actors tab of atlas for examples.
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CBoundingBoxAligned aABBox = cmpVisual->GetBounds();
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if (aABBox.IsEmpty())
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continue;
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if (!aABBox.RayIntersect(origin, dir, tmin, tmax))
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continue;
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aABBox.GetCentre(center);
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}
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else
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{
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if (!selectionBox.RayIntersect(origin, dir, tmin, tmax))
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continue;
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center = selectionBox.m_Center;
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}
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outEntities.emplace_back(unit.entity, center);
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}
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}
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};
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void CCmpUnitRenderer::TurnStart()
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{
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PROFILE3("UnitRenderer::TurnStart");
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// Assume units have stopped moving after the previous turn. If that assumption is not
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// correct, we will get a UpdateUnitPos to tell us about its movement in the new turn.
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for (size_t i = 0; i < m_Units.size(); i++)
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{
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SUnit& unit = m_Units[i];
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unit.pos0 = unit.pos1;
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unit.sweptBounds = CBoundingSphere(unit.pos1, unit.boundsApprox.GetRadius());
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// Visibility must be recomputed on the first frame during this turn
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unit.visibilityDirty = true;
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}
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}
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void CCmpUnitRenderer::Interpolate(float frameTime, float frameOffset)
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{
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PROFILE3("UnitRenderer::Interpolate");
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++m_FrameNumber;
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m_FrameOffset = frameOffset;
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// TODO: we shouldn't update all the animations etc for units that are off-screen
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// (but need to be careful about e.g. sounds triggered by animations of off-screen
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// units)
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for (size_t i = 0; i < m_Units.size(); i++)
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{
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SUnit& unit = m_Units[i];
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if (unit.actor)
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unit.actor->UpdateModel(frameTime);
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}
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m_DebugSpheres.clear();
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if (m_EnableDebugOverlays)
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{
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for (size_t i = 0; i < m_Units.size(); i++)
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{
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SUnit& unit = m_Units[i];
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if (!(unit.actor && unit.inWorld))
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continue;
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SOverlaySphere sphere;
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sphere.m_Center = unit.sweptBounds.GetCenter();
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sphere.m_Radius = unit.sweptBounds.GetRadius();
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if (unit.culled)
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sphere.m_Color = CColor(1.0f, 0.5f, 0.5f, 0.5f);
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else
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sphere.m_Color = CColor(0.5f, 0.5f, 1.0f, 0.5f);
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m_DebugSpheres.push_back(sphere);
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}
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}
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}
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void CCmpUnitRenderer::RenderSubmit(SceneCollector& collector, const CFrustum& frustum, bool culling)
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{
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// TODO: need a coarse culling pass based on some kind of spatial data
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// structure - that's the main point of this design. Once we've got a
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// rough list of possibly-visible units, then we can do the more precise
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// culling. (And once it's cheap enough, we can do multiple culling passes
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// per frame - one for shadow generation, one for water reflections, etc.)
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PROFILE3("UnitRenderer::RenderSubmit");
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for (size_t i = 0; i < m_Units.size(); ++i)
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{
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SUnit& unit = m_Units[i];
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unit.culled = true;
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if (!(unit.actor && unit.inWorld))
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continue;
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if (!g_AtlasGameLoop->running && !g_RenderActors && (unit.flags & ACTOR_ONLY))
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continue;
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if (!g_AtlasGameLoop->running && (unit.flags & VISIBLE_IN_ATLAS_ONLY))
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continue;
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if (culling && !frustum.IsSphereVisible(unit.sweptBounds.GetCenter(), unit.sweptBounds.GetRadius()))
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continue;
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if (unit.visibilityDirty)
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UpdateVisibility(unit);
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if (unit.visibility == ICmpRangeManager::VIS_HIDDEN)
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continue;
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unit.culled = false;
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CModelAbstract& unitModel = unit.actor->GetModel();
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if (unit.lastTransformFrame != m_FrameNumber)
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{
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CmpPtr<ICmpPosition> cmpPosition(unit.entity);
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if (!cmpPosition)
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continue;
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CMatrix3D transform(cmpPosition->GetInterpolatedTransform(m_FrameOffset));
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unitModel.SetTransform(transform);
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unit.lastTransformFrame = m_FrameNumber;
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}
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if (culling && !frustum.IsBoxVisible(CVector3D(0, 0, 0), unitModel.GetWorldBoundsRec()))
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continue;
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collector.SubmitRecursive(&unitModel);
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}
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for (size_t i = 0; i < m_DebugSpheres.size(); ++i)
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collector.Submit(&m_DebugSpheres[i]);
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}
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void CCmpUnitRenderer::UpdateVisibility(SUnit& unit)
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{
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if (unit.inWorld)
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{
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// The 'always visible' flag means we should always render the unit
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// (regardless of whether the LOS system thinks it's visible)
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CmpPtr<ICmpVisibility> cmpVisibility(unit.entity);
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if (cmpVisibility && cmpVisibility->GetAlwaysVisible())
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unit.visibility = ICmpRangeManager::VIS_VISIBLE;
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else
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{
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CmpPtr<ICmpRangeManager> cmpRangeManager(GetSystemEntity());
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unit.visibility = cmpRangeManager->GetLosVisibility(unit.entity,
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GetSimContext().GetCurrentDisplayedPlayer());
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}
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}
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else
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unit.visibility = ICmpRangeManager::VIS_HIDDEN;
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// Change the visibility of the visual actor's selectable if it has one.
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CmpPtr<ICmpSelectable> cmpSelectable(unit.entity);
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if (cmpSelectable)
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cmpSelectable->SetVisibility(unit.visibility != ICmpRangeManager::VIS_HIDDEN);
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unit.visibilityDirty = false;
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}
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REGISTER_COMPONENT_TYPE(UnitRenderer)
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