janwas
ad55f9f1bc
fix: g_frequencyFilter is now in globals.cpp instead of in main (since other modules access it and main.cpp isn't included in the self-test) fix: globals.h now avoids dragging sdl.h into other projects allocators: got rid of references to the old master header (must now include the specific header, e.g. dynarray.h) This was SVN commit r5534.
352 lines
10 KiB
C++
352 lines
10 KiB
C++
#include "precompiled.h"
|
|
|
|
#include "TerritoryManager.h"
|
|
|
|
#include "graphics/Frustum.h"
|
|
#include "graphics/Camera.h"
|
|
#include "graphics/GameView.h"
|
|
#include "graphics/Model.h"
|
|
#include "graphics/Terrain.h"
|
|
#include "graphics/Unit.h"
|
|
#include "lib/allocators/allocators.h" // matrix_alloc
|
|
#include "lib/ogl.h"
|
|
#include "lib/timer.h"
|
|
#include "maths/Bound.h"
|
|
#include "maths/MathUtil.h"
|
|
#include "ps/Game.h"
|
|
#include "ps/Player.h"
|
|
#include "ps/Profile.h"
|
|
#include "simulation/Entity.h"
|
|
#include "simulation/EntityManager.h"
|
|
#include "simulation/EntityManager.h"
|
|
#include "simulation/EntityTemplate.h"
|
|
#include "simulation/LOSManager.h"
|
|
|
|
CTerritoryManager::CTerritoryManager()
|
|
{
|
|
m_TerritoryMatrix = 0;
|
|
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];
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
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()
|
|
{
|
|
PROFILE( "render territories" );
|
|
|
|
if (m_DelayedRecalculate)
|
|
{
|
|
Recalculate();
|
|
m_DelayedRecalculate = false;
|
|
}
|
|
|
|
glDisable(GL_TEXTURE_2D);
|
|
glEnable(GL_BLEND);
|
|
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
|
|
glEnable(GL_LINE_SMOOTH);
|
|
glLineWidth(1.5f);
|
|
|
|
CLOSManager* losMgr = g_Game->GetWorld()->GetLOSManager();
|
|
CFrustum frustum = g_Game->GetView()->GetCamera()->GetFrustum();
|
|
std::vector<CTerritory*>::iterator terr=m_Territories.begin();
|
|
|
|
for ( ; terr != m_Territories.end(); ++terr )
|
|
{
|
|
float r, g, b;
|
|
|
|
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 );
|
|
r = g = b = 0.65f;
|
|
}
|
|
else
|
|
{
|
|
// Use the player's colour
|
|
const SPlayerColour& col = (*terr)->owner->GetColour();
|
|
//glColor3f(col.r, col.g, col.b);
|
|
r = col.r;
|
|
g = col.g;
|
|
b = col.b;
|
|
}
|
|
|
|
for ( size_t edge=0; edge < (*terr)->boundary.size(); edge++ )
|
|
{
|
|
const std::vector<CVector3D>& coords = (*terr)->GetEdgeCoords(edge);
|
|
CVector3D start = coords[0];
|
|
CVector3D end = coords[coords.size() - 1];
|
|
|
|
if ( !frustum.DoesSegmentIntersect(start, end) )
|
|
continue;
|
|
|
|
glBegin( GL_LINE_STRIP );
|
|
|
|
for( size_t i=0; i<coords.size(); i++ )
|
|
{
|
|
float losScale = 0.0f;
|
|
ELOSStatus los = losMgr->GetStatus(coords[i].X, coords[i].Z, g_Game->GetLocalPlayer());
|
|
if( los & LOS_VISIBLE ) losScale = 1.0f;
|
|
else if( los & LOS_EXPLORED ) losScale = 0.7f;
|
|
glColor3f( r*losScale, g*losScale, b*losScale );
|
|
glVertex3f( coords[i].X, coords[i].Y, coords[i].Z );
|
|
}
|
|
|
|
glEnd();
|
|
}
|
|
}
|
|
|
|
glEnable(GL_TEXTURE_2D);
|
|
glDisable(GL_BLEND);
|
|
glDisable(GL_LINE_SMOOTH);
|
|
glLineWidth(1.0f);
|
|
glColor4f(1,1,1,1);
|
|
}
|
|
|
|
const std::vector<CVector3D>& CTerritory::GetEdgeCoords(size_t edge)
|
|
{
|
|
if ( edgeCoords.size() == 0 )
|
|
{
|
|
// Edge coords have not been calculated - calculate them now
|
|
edgeCoords.resize( boundary.size() );
|
|
|
|
const CTerrain* pTerrain = g_Game->GetWorld()->GetTerrain();
|
|
|
|
// 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> tweakedBoundary = 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 = (boundary[i]-boundary[prevI]).beta().Normalize();
|
|
CVector2D dir2 = (boundary[nextI]-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));
|
|
tweakedBoundary[i] += (dir1 + dir2).Normalize() * 0.3f / cosf(angle/2);
|
|
}
|
|
|
|
// Calculate the heights at points TERRITORY_PRECISION_STEP apart on our edges
|
|
// and store the final vertices in edgeCoords.
|
|
for ( size_t e=0; e<boundary.size(); e++ )
|
|
{
|
|
std::vector<CVector3D>& coords = edgeCoords[e];
|
|
|
|
CVector2D start = tweakedBoundary[e];
|
|
CVector2D end = tweakedBoundary[(e+1) % boundary.size()];
|
|
|
|
float iterf = (end - start).Length() / TERRITORY_PRECISION_STEP;
|
|
for ( float i=0; i < iterf; i += TERRITORY_PRECISION_STEP )
|
|
{
|
|
CVector2D pos = Interpolate( start, end, i/iterf );
|
|
coords.push_back( CVector3D( pos.x, pTerrain->GetExactGroundLevel(pos)+0.25f, pos.y ) );
|
|
}
|
|
|
|
coords.push_back( CVector3D( end.x, pTerrain->GetExactGroundLevel(end)+0.25f, end.y ) );
|
|
}
|
|
}
|
|
|
|
return edgeCoords[edge];
|
|
}
|
|
|
|
void CTerritory::ClearEdgeCache()
|
|
{
|
|
edgeCoords.clear();
|
|
edgeCoords.resize( boundary.size() );
|
|
}
|