1
0
forked from 0ad/0ad
0ad/source/simulation/TerritoryManager.cpp

296 lines
9.0 KiB
C++
Raw Normal View History

#include "precompiled.h"
#include "TerritoryManager.h"
#include "ps/Game.h"
#include "ps/Player.h"
#include "graphics/Terrain.h"
#include "graphics/GameView.h"
#include "Entity.h"
#include "EntityManager.h"
#include "graphics/Unit.h"
#include "maths/Bound.h"
#include "graphics/Model.h"
#include "lib/allocators.h"
#include "lib/timer.h"
#include "lib/ogl.h"
#include "EntityManager.h"
# Added tool for viewing models and animations outside the game. Atlas: Added ActorViewer. Moved GL canvas into separate class for shared use. Disabled message-handling callback while blocked on the game, and stopped creating dialog boxes inside the game thread in order to avoid deadlocks (hopefully). Support multiple Views (for independent sets of camera/update/render code). Recalculate territory boundaries when necessary. Changed default list of animations to match those currently used by actors. # Tidied up more code. Moved some more #includes out of .h files, to minimise unnecessary compilation. MathUtil: Deleted unused/unuseful macros (M_PI (use PI instead), M_PI_2 (use PI/2), MAX3, ABS (use abs)). ObjectManager: Removed some ScEd-specific things. Unit: Moved creation out of UnitManager, so units can be created without adding to the manager. Changed CStr8 to the more conventional CStr. app_hooks: Removed warning for setting multiple times. win: Restored SEH catcher. GameSetup, GameView: Removed RenderNoCull, because it doesn't seem to do what it says it does ("force renderer to load everything") since we're loading-on-demand most stuff and it doesn't seem especially useful since we'd prefer to minimise loading times (but feel free to correct me if I'm wrong). (And because it crashes when things need to be initialised in a different order, so it's easier to remove than to understand and fix it.) PatchRData, Renderer: Work sensibly when there's no game (hence no LOS manager, water, etc). LOSManager: Use entity position instead of actor position when possible. TerritoryManager: Allow delayed recalculations (so Atlas can issue lots of move+recalculate commands per frame). Cinematic: Non-pointer wxTimer, so it doesn't leak and doesn't have to be deleted manually. This was SVN commit r4261.
2006-08-28 19:36:42 +02:00
#include "EntityTemplate.h"
CTerritoryManager::CTerritoryManager()
{
m_TerritoryMatrix = 0;
# Added tool for viewing models and animations outside the game. Atlas: Added ActorViewer. Moved GL canvas into separate class for shared use. Disabled message-handling callback while blocked on the game, and stopped creating dialog boxes inside the game thread in order to avoid deadlocks (hopefully). Support multiple Views (for independent sets of camera/update/render code). Recalculate territory boundaries when necessary. Changed default list of animations to match those currently used by actors. # Tidied up more code. Moved some more #includes out of .h files, to minimise unnecessary compilation. MathUtil: Deleted unused/unuseful macros (M_PI (use PI instead), M_PI_2 (use PI/2), MAX3, ABS (use abs)). ObjectManager: Removed some ScEd-specific things. Unit: Moved creation out of UnitManager, so units can be created without adding to the manager. Changed CStr8 to the more conventional CStr. app_hooks: Removed warning for setting multiple times. win: Restored SEH catcher. GameSetup, GameView: Removed RenderNoCull, because it doesn't seem to do what it says it does ("force renderer to load everything") since we're loading-on-demand most stuff and it doesn't seem especially useful since we'd prefer to minimise loading times (but feel free to correct me if I'm wrong). (And because it crashes when things need to be initialised in a different order, so it's easier to remove than to understand and fix it.) PatchRData, Renderer: Work sensibly when there's no game (hence no LOS manager, water, etc). LOSManager: Use entity position instead of actor position when possible. TerritoryManager: Allow delayed recalculations (so Atlas can issue lots of move+recalculate commands per frame). Cinematic: Non-pointer wxTimer, so it doesn't leak and doesn't have to be deleted manually. This was SVN commit r4261.
2006-08-28 19:36:42 +02:00
m_DelayedRecalculate = false;
}
CTerritoryManager::~CTerritoryManager()
{
if(m_TerritoryMatrix)
{
matrix_free( (void**) m_TerritoryMatrix );
m_TerritoryMatrix = 0;
}
for( size_t i=0; i<m_Territories.size(); i++)
delete m_Territories[i];
m_Territories.clear();
}
void CTerritoryManager::Initialize()
{
CTerrain* terrain = g_Game->GetWorld()->GetTerrain();
m_TilesPerSide = terrain->GetVerticesPerSide() - 1;
m_TerritoryMatrix = (CTerritory***) matrix_alloc( m_TilesPerSide, m_TilesPerSide, sizeof(CTerritory*) );
Recalculate();
}
void CTerritoryManager::Recalculate()
{
// Delete any territories created last time we called Recalculate()
for( size_t i=0; i<m_Territories.size(); i++)
{
if( m_Territories[i]->centre )
m_Territories[i]->centre->m_associatedTerritory = 0;
delete m_Territories[i];
}
m_Territories.clear();
// First, find all the units that are territory centres
std::vector<CEntity*> centres;
std::vector<CEntity*> entities;
g_EntityManager.GetExtant(entities);
for( size_t i=0; i<entities.size(); i++ )
{
if( !entities[i]->entf_get(ENTF_DESTROYED) && entities[i]->m_base->m_isTerritoryCentre )
centres.push_back(entities[i]);
}
int mapSize = m_TilesPerSide * CELL_SIZE;
// If there aren't any centre objects, create one big Gaia territory which spans the whole map
if( centres.empty() )
{
std::vector<CVector2D> boundary;
boundary.push_back( CVector2D(0, 0) );
boundary.push_back( CVector2D(0, mapSize) );
boundary.push_back( CVector2D(mapSize, mapSize) );
boundary.push_back( CVector2D(mapSize, 0) );
CTerritory* ter = new CTerritory( g_Game->GetPlayer(0), HEntity(), boundary );
m_Territories.push_back(ter);
for( uint x=0; x<m_TilesPerSide; x++ )
{
for( uint z=0; z<m_TilesPerSide; z++ )
{
m_TerritoryMatrix[x][z] = ter;
}
}
}
else
{
// For each centre object, create a territory
for( size_t i=0; i<centres.size(); i++ )
{
std::vector<CVector2D> boundary;
CalculateBoundary( centres, i, boundary );
CTerritory* ter = new CTerritory( centres[i]->GetPlayer(), centres[i]->me, boundary );
centres[i]->m_associatedTerritory = ter;
m_Territories.push_back(ter);
}
// For each tile, match it to the closest centre object to it.
// TODO: Optimize this, for example by intersecting scanlines with the Voronoi polygons.
for( uint x=0; x<m_TilesPerSide; x++ )
{
for( uint z=0; z<m_TilesPerSide; z++ )
{
CVector2D tileLoc( (x+0.5f) * CELL_SIZE, (z+0.5f) * CELL_SIZE );
float bestSquareDist = 1e20f;
for( size_t i=0; i<centres.size(); i++ )
{
CVector2D centreLoc( centres[i]->m_position.X, centres[i]->m_position.Z );
float squareDist = (centreLoc - tileLoc).length2();
if( squareDist < bestSquareDist )
{
bestSquareDist = squareDist;
m_TerritoryMatrix[x][z] = m_Territories[i];
}
}
}
}
}
}
# Added tool for viewing models and animations outside the game. Atlas: Added ActorViewer. Moved GL canvas into separate class for shared use. Disabled message-handling callback while blocked on the game, and stopped creating dialog boxes inside the game thread in order to avoid deadlocks (hopefully). Support multiple Views (for independent sets of camera/update/render code). Recalculate territory boundaries when necessary. Changed default list of animations to match those currently used by actors. # Tidied up more code. Moved some more #includes out of .h files, to minimise unnecessary compilation. MathUtil: Deleted unused/unuseful macros (M_PI (use PI instead), M_PI_2 (use PI/2), MAX3, ABS (use abs)). ObjectManager: Removed some ScEd-specific things. Unit: Moved creation out of UnitManager, so units can be created without adding to the manager. Changed CStr8 to the more conventional CStr. app_hooks: Removed warning for setting multiple times. win: Restored SEH catcher. GameSetup, GameView: Removed RenderNoCull, because it doesn't seem to do what it says it does ("force renderer to load everything") since we're loading-on-demand most stuff and it doesn't seem especially useful since we'd prefer to minimise loading times (but feel free to correct me if I'm wrong). (And because it crashes when things need to be initialised in a different order, so it's easier to remove than to understand and fix it.) PatchRData, Renderer: Work sensibly when there's no game (hence no LOS manager, water, etc). LOSManager: Use entity position instead of actor position when possible. TerritoryManager: Allow delayed recalculations (so Atlas can issue lots of move+recalculate commands per frame). Cinematic: Non-pointer wxTimer, so it doesn't leak and doesn't have to be deleted manually. This was SVN commit r4261.
2006-08-28 19:36:42 +02:00
void CTerritoryManager::DelayedRecalculate()
{
// This is useful particularly for Atlas, which wants to recalculate
// the boundaries as you move an object around but which doesn't want
// to waste time recalculating multiple times per frame
m_DelayedRecalculate = true;
}
CTerritory* CTerritoryManager::GetTerritory(int x, int z)
{
debug_assert( (uint) x < m_TilesPerSide && (uint) z < m_TilesPerSide );
return m_TerritoryMatrix[x][z];
}
CTerritory* CTerritoryManager::GetTerritory(float x, float z)
{
int ix, iz;
CTerrain::CalcFromPosition(x, z, ix, iz);
return GetTerritory(ix, iz);
}
// Calculate the boundary points of a given territory into the given vector
void CTerritoryManager::CalculateBoundary( std::vector<CEntity*>& centres, size_t myIndex, std::vector<CVector2D>& boundary )
{
// Start with a boundary equal to the whole map
int mapSize = m_TilesPerSide * CELL_SIZE;
boundary.push_back( CVector2D(0, 0) );
boundary.push_back( CVector2D(0, mapSize) );
boundary.push_back( CVector2D(mapSize, mapSize) );
boundary.push_back( CVector2D(mapSize, 0) );
// Clip this polygon against the perpendicular bisector between this centre and each other territory centre
CVector2D myPos( centres[myIndex]->m_position.X, centres[myIndex]->m_position.Z );
for( size_t i=0; i<centres.size(); i++ )
{
if( i != myIndex )
{
CVector2D itsPos( centres[i]->m_position.X, centres[i]->m_position.Z );
CVector2D midpoint = (myPos + itsPos) / 2.0f;
CVector2D normal = itsPos - myPos;
// Clip our polygon to the negative side of the half-space with normal "normal"
// containing point "midpoint", i.e. the side of the perpendicular bisector
// between myPos and itsPos that contains myPos. We do this by tracing around
// the polygon looking at each vertex to decide which ones to add as follows:
// - If a vertex is inside the half-space, take it.
// - If a vertex is inside but the next one is outside, also take the
// intersection of that edge with the perpendicular bisector.
// - If a vertex is outside but the next one is inside, take the
// intersection of that edge with the perpendicular bisector.
std::vector<CVector2D> newBoundary;
for( size_t j=0; j<boundary.size(); j++ )
{
CVector2D& pos = boundary[j];
float dot = (pos - midpoint).dot(normal);
bool inside = dot < 0.0f;
size_t nextJ = (j+1) % boundary.size(); // index of next point
CVector2D& nextPos = boundary[nextJ];
float nextDot = (nextPos - midpoint).dot(normal);
bool nextInside = nextDot < 0.0f;
if( inside )
{
newBoundary.push_back( pos );
if( !nextInside )
{
// Also add intersection of this line segment and the bisector
float t = nextDot / (-dot + nextDot);
newBoundary.push_back( pos * t + nextPos * (1.0f - t) );
}
}
else if( nextInside )
{
// Add intersection of this line segment and the bisector
float t = nextDot / (-dot + nextDot);
newBoundary.push_back( pos * t + nextPos * (1.0f - t) );
}
}
boundary = newBoundary;
}
}
}
void CTerritoryManager::renderTerritories()
# Added tool for viewing models and animations outside the game. Atlas: Added ActorViewer. Moved GL canvas into separate class for shared use. Disabled message-handling callback while blocked on the game, and stopped creating dialog boxes inside the game thread in order to avoid deadlocks (hopefully). Support multiple Views (for independent sets of camera/update/render code). Recalculate territory boundaries when necessary. Changed default list of animations to match those currently used by actors. # Tidied up more code. Moved some more #includes out of .h files, to minimise unnecessary compilation. MathUtil: Deleted unused/unuseful macros (M_PI (use PI instead), M_PI_2 (use PI/2), MAX3, ABS (use abs)). ObjectManager: Removed some ScEd-specific things. Unit: Moved creation out of UnitManager, so units can be created without adding to the manager. Changed CStr8 to the more conventional CStr. app_hooks: Removed warning for setting multiple times. win: Restored SEH catcher. GameSetup, GameView: Removed RenderNoCull, because it doesn't seem to do what it says it does ("force renderer to load everything") since we're loading-on-demand most stuff and it doesn't seem especially useful since we'd prefer to minimise loading times (but feel free to correct me if I'm wrong). (And because it crashes when things need to be initialised in a different order, so it's easier to remove than to understand and fix it.) PatchRData, Renderer: Work sensibly when there's no game (hence no LOS manager, water, etc). LOSManager: Use entity position instead of actor position when possible. TerritoryManager: Allow delayed recalculations (so Atlas can issue lots of move+recalculate commands per frame). Cinematic: Non-pointer wxTimer, so it doesn't leak and doesn't have to be deleted manually. This was SVN commit r4261.
2006-08-28 19:36:42 +02:00
{
if (m_DelayedRecalculate)
{
Recalculate();
m_DelayedRecalculate = false;
}
glEnable(GL_LINE_SMOOTH);
glLineWidth(1.5f);
const CTerrain* pTerrain = g_Game->GetWorld()->GetTerrain();
CFrustum frustum = g_Game->GetView()->GetCamera()->GetFrustum();
std::vector<CTerritory*>::iterator terr=m_Territories.begin();
for ( ; terr != m_Territories.end(); ++terr )
{
# Added tool for viewing models and animations outside the game. Atlas: Added ActorViewer. Moved GL canvas into separate class for shared use. Disabled message-handling callback while blocked on the game, and stopped creating dialog boxes inside the game thread in order to avoid deadlocks (hopefully). Support multiple Views (for independent sets of camera/update/render code). Recalculate territory boundaries when necessary. Changed default list of animations to match those currently used by actors. # Tidied up more code. Moved some more #includes out of .h files, to minimise unnecessary compilation. MathUtil: Deleted unused/unuseful macros (M_PI (use PI instead), M_PI_2 (use PI/2), MAX3, ABS (use abs)). ObjectManager: Removed some ScEd-specific things. Unit: Moved creation out of UnitManager, so units can be created without adding to the manager. Changed CStr8 to the more conventional CStr. app_hooks: Removed warning for setting multiple times. win: Restored SEH catcher. GameSetup, GameView: Removed RenderNoCull, because it doesn't seem to do what it says it does ("force renderer to load everything") since we're loading-on-demand most stuff and it doesn't seem especially useful since we'd prefer to minimise loading times (but feel free to correct me if I'm wrong). (And because it crashes when things need to be initialised in a different order, so it's easier to remove than to understand and fix it.) PatchRData, Renderer: Work sensibly when there's no game (hence no LOS manager, water, etc). LOSManager: Use entity position instead of actor position when possible. TerritoryManager: Allow delayed recalculations (so Atlas can issue lots of move+recalculate commands per frame). Cinematic: Non-pointer wxTimer, so it doesn't leak and doesn't have to be deleted manually. This was SVN commit r4261.
2006-08-28 19:36:42 +02:00
if ((*terr)->boundary.empty())
continue;
// Tweak the boundary to shift all edges "inwards" by 0.3 units towards the territory's centre,
// so that boundaries for adjacent territories don't overlap
std::vector<CVector2D> boundary = (*terr)->boundary;
for ( size_t i=0; i<boundary.size(); i++ )
{
size_t prevI = (i+boundary.size()-1) % boundary.size();
size_t nextI = (i+1) % boundary.size();
// Figure out the direction perpendicular to each of the two edges that meet at this point.
CVector2D dir1 = ((*terr)->boundary[i]-(*terr)->boundary[prevI]).beta().normalize();
CVector2D dir2 = ((*terr)->boundary[nextI]-(*terr)->boundary[i]).beta().normalize();
// If you draw a picture of what our point looks like and what the two lines 0.3 units
// away from it look like, and draw a line between our point and that one as well as
// drop perpendicular lines from it to the original edges, you get this formula for the
// length and direction we have to be moved.
float angle = acosf(dir1.dot(dir2));
boundary[i] += (dir1 + dir2).normalize() * 0.3f / cosf(angle/2);
}
if ( (*terr)->owner->GetPlayerID() == 0 )
{
// Use a dark gray for Gaia territories since white looks a bit weird
glColor3f( 0.65f, 0.65f, 0.65f );
}
else
{
// Use the player's colour
const SPlayerColour& col = (*terr)->owner->GetColour();
glColor3f(col.r, col.g, col.b);
}
for ( std::vector<CVector2D>::iterator it = boundary.begin(); it != boundary.end(); it++ )
{
std::vector<CVector2D>::iterator it2 = it + 1;
if( it2 == boundary.end() ) // loop around if we are at the last vertex
it2 = boundary.begin();
CVector3D start(it->x, pTerrain->getExactGroundLevel(it->x, it->y), it->y);
CVector3D end(it2->x, pTerrain->getExactGroundLevel(it2->x, it2->y), it2->y);
if ( !frustum.DoesSegmentIntersect(start, end) )
continue;
glBegin(GL_LINE_STRIP);
float iterf = (end - start).GetLength() / TERRITORY_PRECISION_STEP;
for ( float i=0; i < iterf; i += TERRITORY_PRECISION_STEP )
{
CVector2D pos( Interpolate(start, end, i/iterf) );
glVertex3f(pos.x, pTerrain->getExactGroundLevel(pos)+.25f, pos.y);
}
glVertex3f(end.X, pTerrain->getExactGroundLevel(end.X, end.Z)+.25f, end.Z);
glEnd();
}
}
glDisable(GL_LINE_SMOOTH);
glLineWidth(1.0f);
}