Ykkrosh
1882f28504
Instead of each CCmpVisualActor rendering itself individually, collect all the units in a single CCmpUnitRenderer. This avoids the overhead of doing Interpolate/RenderSubmit calls every frame for every object in the world. It also allows more efficient culling. CCmpUnitRenderer knows the positions of each object at the start and end of each turn, and computes the bounding sphere of the object along that path. That allows quick culling without recomputing the precise interpolated transform every frame. (In the future it could be improved much more.) Clarify and clean up the sending of PositionChanged messages, and add new InterpolatedPositionChanged. Remove the forceFloating parameter from GetInterpolatedTransform, since it doesn't fit the new design. Replace it with a (non-synchronised) flag in CCmpPosition. Move construction progress from CCmpVisualActor to CCmpPosition, so that it consistently affects all position/transform computation. Refs #2337. This was SVN commit r15265.
71 lines
1.8 KiB
C++
71 lines
1.8 KiB
C++
/* Copyright (C) 2014 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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#ifndef INCLUDED_ICMPMODELRENDERER
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#define INCLUDED_ICMPMODELRENDERER
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#include "simulation2/system/Interface.h"
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class CUnit;
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class CBoundingSphere;
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class CVector3D;
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class ICmpUnitRenderer : public IComponent
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{
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public:
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/**
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* External identifiers for models.
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* (This is a struct rather than a raw u32 for type-safety.)
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*/
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struct tag_t
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{
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tag_t() : n(0) {}
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explicit tag_t(u32 n) : n(n) {}
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bool valid() { return n != 0; }
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u32 n;
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};
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enum
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{
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ACTOR_ONLY = 1 << 0,
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VISIBLE_IN_ATLAS_ONLY = 1 << 1,
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};
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virtual tag_t AddUnit(CEntityHandle entity, CUnit* unit, const CBoundingSphere& boundsApprox, int flags) = 0;
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virtual void RemoveUnit(tag_t tag) = 0;
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virtual void UpdateUnit(tag_t tag, CUnit* unit, const CBoundingSphere& boundsApprox) = 0;
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virtual void UpdateUnitPos(tag_t tag, bool inWorld, const CVector3D& pos0, const CVector3D& pos1) = 0;
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/**
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* Returns the frame offset from the last Interpolate message.
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*/
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virtual float GetFrameOffset() = 0;
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/**
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* Toggle the rendering of debug info.
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*/
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virtual void SetDebugOverlay(bool enabled) = 0;
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DECLARE_INTERFACE_TYPE(UnitRenderer)
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};
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#endif // INCLUDED_ICMPMODELRENDERER
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