Ykkrosh
0cd0a1f584
Add general range-detection code. Avoid unnecessarily computing 3D entity positions. This was SVN commit r7817.
229 lines
7.1 KiB
C++
229 lines
7.1 KiB
C++
/* Copyright (C) 2010 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 "ICmpFootprint.h"
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#include "ICmpObstruction.h"
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#include "ICmpObstructionManager.h"
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#include "ICmpPosition.h"
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#include "simulation2/MessageTypes.h"
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#include "maths/FixedVector2D.h"
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class CCmpFootprint : public ICmpFootprint
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{
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public:
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static void ClassInit(CComponentManager& UNUSED(componentManager))
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{
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}
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DEFAULT_COMPONENT_ALLOCATOR(Footprint)
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EShape m_Shape;
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entity_pos_t m_Size0; // width/radius
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entity_pos_t m_Size1; // height/radius
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entity_pos_t m_Height;
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static std::string GetSchema()
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{
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return
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"<a:help>Approximation of the entity's shape, for collision detection and outline rendering. "
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"Shapes are flat horizontal squares or circles, extended vertically to a given height.</a:help>"
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"<a:example>"
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"<Square width='3.0' height='3.0'/>"
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"<Height>0.0</Height>"
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"</a:example>"
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"<a:example>"
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"<Circle radius='0.5'/>"
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"<Height>0.0</Height>"
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"</a:example>"
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"<choice>"
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"<element name='Square' a:help='Set the footprint to a square of the given size'>"
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"<attribute name='width' a:help='Size of the footprint along the left/right direction (in metres)'>"
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"<ref name='positiveDecimal'/>"
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"</attribute>"
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"<attribute name='depth' a:help='Size of the footprint along the front/back direction (in metres)'>"
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"<ref name='positiveDecimal'/>"
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"</attribute>"
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"</element>"
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"<element name='Circle' a:help='Set the footprint to a circle of the given size'>"
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"<attribute name='radius' a:help='Radius of the footprint (in metres)'>"
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"<ref name='positiveDecimal'/>"
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"</attribute>"
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"</element>"
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"</choice>"
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"<element name='Height' a:help='Vertical extent of the footprint (in metres)'>"
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"<ref name='nonNegativeDecimal'/>"
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"</element>";
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}
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virtual void Init(const CSimContext& UNUSED(context), const CParamNode& paramNode)
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{
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if (paramNode.GetChild("Square").IsOk())
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{
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m_Shape = SQUARE;
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m_Size0 = paramNode.GetChild("Square").GetChild("@width").ToFixed();
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m_Size1 = paramNode.GetChild("Square").GetChild("@depth").ToFixed();
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}
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else if (paramNode.GetChild("Circle").IsOk())
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{
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m_Shape = CIRCLE;
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m_Size0 = m_Size1 = paramNode.GetChild("Circle").GetChild("@radius").ToFixed();
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}
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else
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{
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// Error - pick some default
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m_Shape = CIRCLE;
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m_Size0 = m_Size1 = entity_pos_t::FromInt(1);
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}
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m_Height = paramNode.GetChild("Height").ToFixed();
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}
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virtual void Deinit(const CSimContext& UNUSED(context))
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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 CSimContext& context, const CParamNode& paramNode, IDeserializer& UNUSED(deserialize))
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{
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Init(context, paramNode);
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}
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virtual void GetShape(EShape& shape, entity_pos_t& size0, entity_pos_t& size1, entity_pos_t& height)
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{
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shape = m_Shape;
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size0 = m_Size0;
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size1 = m_Size1;
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height = m_Height;
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}
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virtual CFixedVector3D PickSpawnPoint(entity_id_t spawned)
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{
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// Try to find a free space around the building's footprint.
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// (Note that we use the footprint, not the obstruction shape - this might be a bit dodgy
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// because the footprint might be inside the obstruction, but it hopefully gives us a nicer
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// shape.)
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CFixedVector3D error(fixed::FromInt(-1), fixed::FromInt(-1), fixed::FromInt(-1));
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CmpPtr<ICmpPosition> cmpPosition(GetSimContext(), GetEntityId());
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if (cmpPosition.null() || !cmpPosition->IsInWorld())
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return error;
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CmpPtr<ICmpObstructionManager> cmpObstructionManager(GetSimContext(), SYSTEM_ENTITY);
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if (cmpObstructionManager.null())
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return error;
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entity_pos_t spawnedRadius;
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ICmpObstructionManager::tag_t spawnedTag;
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CmpPtr<ICmpObstruction> cmpSpawnedObstruction(GetSimContext(), spawned);
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if (!cmpSpawnedObstruction.null())
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{
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spawnedRadius = cmpSpawnedObstruction->GetUnitRadius();
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spawnedTag = cmpSpawnedObstruction->GetObstruction();
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}
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// else use zero radius
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// The spawn point should be far enough from this footprint to fit the unit, plus a little gap
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entity_pos_t clearance = spawnedRadius + entity_pos_t::FromInt(2);
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CFixedVector2D initialPos = cmpPosition->GetPosition2D();
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entity_angle_t initialAngle = cmpPosition->GetRotation().Y;
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if (m_Shape == CIRCLE)
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{
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entity_pos_t radius = m_Size0 + clearance;
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// Try equally-spaced points around the circle, starting from the front and expanding outwards in alternating directions
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const ssize_t numPoints = 31;
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for (ssize_t i = 0; i < (numPoints+1)/2; i = (i > 0 ? -i : 1-i)) // [0, +1, -1, +2, -2, ... (np-1)/2, -(np-1)/2]
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{
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entity_angle_t angle = initialAngle + (entity_angle_t::Pi()*2).Multiply(entity_angle_t::FromInt(i)/(int)numPoints);
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fixed s, c;
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sincos_approx(angle, s, c);
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CFixedVector3D pos (initialPos.X + s.Multiply(radius), fixed::Zero(), initialPos.Y + c.Multiply(radius));
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SkipTagObstructionFilter filter(spawnedTag); // ignore collisions with the spawned entity
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if (!cmpObstructionManager->TestUnitShape(filter, pos.X, pos.Z, spawnedRadius))
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return pos; // this position is okay, so return it
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}
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}
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else
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{
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fixed s, c;
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sincos_approx(initialAngle, s, c);
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for (size_t edge = 0; edge < 4; ++edge)
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{
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// Try equally-spaced points along the edge, starting from the middle and expanding outwards in alternating directions
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const ssize_t numPoints = 9;
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// Compute the direction and length of the current edge
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CFixedVector2D dir;
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fixed sx, sy;
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switch (edge)
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{
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case 0:
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dir = CFixedVector2D(c, -s);
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sx = m_Size0;
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sy = m_Size1;
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break;
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case 1:
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dir = CFixedVector2D(-s, -c);
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sx = m_Size1;
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sy = m_Size0;
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break;
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case 2:
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dir = CFixedVector2D(s, c);
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sx = m_Size1;
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sy = m_Size0;
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break;
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case 3:
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dir = CFixedVector2D(-c, s);
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sx = m_Size0;
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sy = m_Size1;
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break;
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}
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CFixedVector2D center = initialPos - dir.Perpendicular().Multiply(sy/2 + clearance);
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dir = dir.Multiply((sx + clearance*2) / (int)(numPoints-1));
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for (ssize_t i = 0; i < (numPoints+1)/2; i = (i > 0 ? -i : 1-i)) // [0, +1, -1, +2, -2, ... (np-1)/2, -(np-1)/2]
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{
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CFixedVector2D pos (center + dir*i);
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SkipTagObstructionFilter filter(spawnedTag); // ignore collisions with the spawned entity
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if (!cmpObstructionManager->TestUnitShape(filter, pos.X, pos.Y, spawnedRadius))
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return CFixedVector3D(pos.X, fixed::Zero(), pos.Y); // this position is okay, so return it
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}
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}
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}
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return error;
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}
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};
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REGISTER_COMPONENT_TYPE(Footprint)
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