Ykkrosh
05422ad545
Add CEntityHandle which wraps an entity_id_t and also has a pointer to a per-entity array of IComponents. QueryInterface/CmpPtr on a handle just involve a couple of pointer dereferences instead of a map lookup. This requires sizeof(void*) per registered interface type per entity, which is currently ~0.5KB per entity, which shouldn't be a problem. This was SVN commit r13825.
346 lines
9.8 KiB
C++
346 lines
9.8 KiB
C++
/* Copyright (C) 2012 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 "ICmpProjectileManager.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 "ICmpRangeManager.h"
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#include "ICmpTerrain.h"
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#include "ICmpVisual.h"
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#include "simulation2/MessageTypes.h"
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#include "graphics/Frustum.h"
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#include "graphics/Model.h"
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#include "graphics/Unit.h"
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#include "graphics/UnitManager.h"
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#include "maths/Matrix3D.h"
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#include "maths/Quaternion.h"
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#include "maths/Vector3D.h"
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#include "ps/CLogger.h"
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#include "renderer/Scene.h"
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// Time (in seconds) before projectiles that stuck in the ground are destroyed
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const static float PROJECTILE_DECAY_TIME = 30.f;
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class CCmpProjectileManager : public ICmpProjectileManager
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{
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public:
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static void ClassInit(CComponentManager& componentManager)
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{
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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(ProjectileManager)
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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_ActorSeed = 0;
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m_NextId = 1;
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}
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virtual void Deinit()
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{
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for (size_t i = 0; i < m_Projectiles.size(); ++i)
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GetSimContext().GetUnitManager().DeleteUnit(m_Projectiles[i].unit);
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m_Projectiles.clear();
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}
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virtual void Serialize(ISerializer& serialize)
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{
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// Because this is just graphical effects, and because it's all non-deterministic floating point,
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// we don't do much serialization here.
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// (That means projectiles will vanish if you save/load - is that okay?)
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// The attack code stores the id so that the projectile gets deleted when it hits the target
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serialize.NumberU32_Unbounded("next id", m_NextId);
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}
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virtual void Deserialize(const CParamNode& paramNode, IDeserializer& deserialize)
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{
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Init(paramNode);
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// The attack code stores the id so that the projectile gets deleted when it hits the target
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deserialize.NumberU32_Unbounded("next id", m_NextId);
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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_Interpolate:
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{
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const CMessageInterpolate& msgData = static_cast<const CMessageInterpolate&> (msg);
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Interpolate(msgData.deltaSimTime);
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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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virtual uint32_t LaunchProjectileAtPoint(entity_id_t source, CFixedVector3D target, fixed speed, fixed gravity)
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{
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return LaunchProjectile(source, target, speed, gravity);
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}
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virtual void RemoveProjectile(uint32_t);
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private:
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struct Projectile
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{
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CUnit* unit;
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CVector3D origin;
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CVector3D pos;
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CVector3D v;
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float time;
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float timeHit;
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float gravity;
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bool stopped;
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uint32_t id;
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CVector3D position(float t)
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{
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float t2 = t;
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if (t2 > timeHit)
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t2 = timeHit + logf(1.f + t2 - timeHit);
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CVector3D ret(origin);
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ret.X += v.X * t2;
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ret.Z += v.Z * t2;
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ret.Y += v.Y * t2 - 0.5f * gravity * t * t;
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return ret;
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}
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};
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std::vector<Projectile> m_Projectiles;
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uint32_t m_ActorSeed;
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uint32_t m_NextId;
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uint32_t LaunchProjectile(entity_id_t source, CFixedVector3D targetPoint, fixed speed, fixed gravity);
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void AdvanceProjectile(Projectile& projectile, float dt);
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void Interpolate(float frameTime);
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void RenderSubmit(SceneCollector& collector, const CFrustum& frustum, bool culling);
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};
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REGISTER_COMPONENT_TYPE(ProjectileManager)
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uint32_t CCmpProjectileManager::LaunchProjectile(entity_id_t source, CFixedVector3D targetPoint, fixed speed, fixed gravity)
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{
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// This is network synced so don't use GUI checks before incrementing or it breaks any non GUI simulations
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uint32_t currentId = m_NextId++;
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if (!GetSimContext().HasUnitManager())
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return currentId; // do nothing if graphics are disabled
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CmpPtr<ICmpVisual> cmpSourceVisual(GetSimContext(), source);
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if (!cmpSourceVisual)
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return currentId;
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std::wstring name = cmpSourceVisual->GetProjectileActor();
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if (name.empty())
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{
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// If the actor was actually loaded, complain that it doesn't have a projectile
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if (!cmpSourceVisual->GetActorShortName().empty())
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LOGERROR(L"Unit with actor '%ls' launched a projectile but has no actor on 'projectile' attachpoint", cmpSourceVisual->GetActorShortName().c_str());
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return 0;
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}
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Projectile projectile;
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projectile.id = currentId;
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projectile.time = 0.f;
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projectile.stopped = false;
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projectile.gravity = gravity.ToFloat();
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projectile.origin = cmpSourceVisual->GetProjectileLaunchPoint();
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if (!projectile.origin)
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{
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// If there's no explicit launch point, take a guess based on the entity position
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CmpPtr<ICmpPosition> sourcePos(GetSimContext(), source);
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if (!sourcePos)
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return 0;
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projectile.origin = sourcePos->GetPosition();
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projectile.origin.Y += 3.f;
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}
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std::set<CStr> selections;
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projectile.unit = GetSimContext().GetUnitManager().CreateUnit(name, m_ActorSeed++, selections);
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if (!projectile.unit) // The error will have already been logged
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return 0;
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projectile.pos = projectile.origin;
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CVector3D offset(targetPoint);
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offset -= projectile.pos;
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float horizDistance = sqrtf(offset.X*offset.X + offset.Z*offset.Z);
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projectile.timeHit = horizDistance / speed.ToFloat();
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projectile.v = offset * (1.f / projectile.timeHit);
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projectile.v.Y = offset.Y / projectile.timeHit + 0.5f * projectile.gravity * projectile.timeHit;
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m_Projectiles.push_back(projectile);
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return projectile.id;
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}
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void CCmpProjectileManager::AdvanceProjectile(Projectile& projectile, float dt)
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{
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projectile.time += dt;
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if (projectile.stopped)
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return;
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CVector3D delta;
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if (dt < 0.1f)
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delta = projectile.pos;
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else // For big dt delta is unprecise
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delta = projectile.position(projectile.time - 0.1f);
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projectile.pos = projectile.position(projectile.time);
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delta = projectile.pos - delta;
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// If we've passed the target position and haven't stopped yet,
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// carry on until we reach solid land
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if (projectile.time >= projectile.timeHit)
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{
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CmpPtr<ICmpTerrain> cmpTerrain(GetSystemEntity());
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if (cmpTerrain)
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{
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float h = cmpTerrain->GetExactGroundLevel(projectile.pos.X, projectile.pos.Z);
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if (projectile.pos.Y < h)
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{
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projectile.pos.Y = h; // stick precisely to the terrain
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projectile.stopped = true;
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}
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}
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}
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// Construct a rotation matrix so that (0,1,0) is in the direction of 'delta'
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CVector3D up(0, 1, 0);
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delta.Normalize();
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CVector3D axis = up.Cross(delta);
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if (axis.LengthSquared() < 0.0001f)
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axis = CVector3D(1, 0, 0); // if up & delta are almost collinear, rotate around some other arbitrary axis
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else
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axis.Normalize();
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float angle = acosf(up.Dot(delta));
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CMatrix3D transform;
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CQuaternion quat;
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quat.FromAxisAngle(axis, angle);
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quat.ToMatrix(transform);
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// Then apply the translation
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transform.Translate(projectile.pos);
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// Move the model
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projectile.unit->GetModel().SetTransform(transform);
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}
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void CCmpProjectileManager::Interpolate(float frameTime)
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{
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for (size_t i = 0; i < m_Projectiles.size(); ++i)
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{
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AdvanceProjectile(m_Projectiles[i], frameTime);
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}
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// Remove the ones that have reached their target
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for (size_t i = 0; i < m_Projectiles.size(); )
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{
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// Projectiles hitting targets get removed immediately.
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// Those hitting the ground stay for a while, because it looks pretty.
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if (m_Projectiles[i].stopped)
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{
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if (m_Projectiles[i].time - m_Projectiles[i].timeHit > PROJECTILE_DECAY_TIME)
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{
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// Delete in-place by swapping with the last in the list
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std::swap(m_Projectiles[i], m_Projectiles.back());
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GetSimContext().GetUnitManager().DeleteUnit(m_Projectiles.back().unit);
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m_Projectiles.pop_back();
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continue; // don't increment i
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}
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}
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++i;
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}
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}
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void CCmpProjectileManager::RemoveProjectile(uint32_t id)
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{
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// Scan through the projectile list looking for one with the correct id to remove
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for (size_t i = 0; i < m_Projectiles.size(); i++)
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{
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if (m_Projectiles[i].id == id)
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{
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// Delete in-place by swapping with the last in the list
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std::swap(m_Projectiles[i], m_Projectiles.back());
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GetSimContext().GetUnitManager().DeleteUnit(m_Projectiles.back().unit);
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m_Projectiles.pop_back();
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return;
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}
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}
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}
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void CCmpProjectileManager::RenderSubmit(SceneCollector& collector, const CFrustum& frustum, bool culling)
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{
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CmpPtr<ICmpRangeManager> cmpRangeManager(GetSystemEntity());
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int player = GetSimContext().GetCurrentDisplayedPlayer();
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ICmpRangeManager::CLosQuerier los (cmpRangeManager->GetLosQuerier(player));
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bool losRevealAll = cmpRangeManager->GetLosRevealAll(player);
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for (size_t i = 0; i < m_Projectiles.size(); ++i)
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{
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// Don't display projectiles outside the visible area
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ssize_t posi = (ssize_t)(0.5f + m_Projectiles[i].pos.X / TERRAIN_TILE_SIZE);
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ssize_t posj = (ssize_t)(0.5f + m_Projectiles[i].pos.Z / TERRAIN_TILE_SIZE);
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if (!losRevealAll && !los.IsVisible(posi, posj))
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continue;
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CModelAbstract& model = m_Projectiles[i].unit->GetModel();
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model.ValidatePosition();
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if (culling && !frustum.IsBoxVisible(CVector3D(0, 0, 0), model.GetWorldBoundsRec()))
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continue;
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// TODO: do something about LOS (copy from CCmpVisualActor)
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collector.SubmitRecursive(&model);
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}
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}
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