vts
db864f10c3
Added command button to focus on rally point (implements #524) This was SVN commit r10704.
137 lines
5.3 KiB
C++
137 lines
5.3 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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#ifndef INCLUDED_HELPER_RENDER
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#define INCLUDED_HELPER_RENDER
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/**
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* @file
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* Helper functions related to rendering
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*/
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#include "maths/Vector2D.h"
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class CSimContext;
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class CVector2D;
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class CVector3D;
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class CMatrix3D;
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class CBoundingBoxAligned;
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class CBoundingBoxOriented;
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struct SOverlayLine;
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struct SDashedLine
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{
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/// Packed array of consecutive dashes' points. Use m_StartIndices to navigate it.
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std::vector<CVector2D> m_Points;
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/**
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* Start indices in m_Points of each dash. Dash n starts at point m_StartIndices[n] and ends at the point with index
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* m_StartIndices[n+1] - 1, or at the end of the m_Points vector. Use the GetEndIndex(n) convenience method to abstract away the
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* difference and get the (exclusive) end index of dash n.
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*/
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std::vector<size_t> m_StartIndices;
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/// Returns the (exclusive) end point index (i.e. index within m_Points) of dash n.
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size_t GetEndIndex(size_t i)
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{
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// for the last dash, there is no next starting index, so we need to use the end index of the m_Points array instead
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return (i < m_StartIndices.size() - 1 ? m_StartIndices[i+1] : m_Points.size());
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}
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};
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namespace SimRender
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{
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/**
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* Updates @p overlay so that it represents the given line (a list of x, z coordinate pairs),
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* flattened on the terrain (or on the water if @p floating).
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*/
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void ConstructLineOnGround(const CSimContext& context, const std::vector<float>& xz,
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SOverlayLine& overlay,
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bool floating, float heightOffset = 0.25f);
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/**
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* Updates @p overlay so that it represents the given circle, flattened on the terrain.
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*/
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void ConstructCircleOnGround(const CSimContext& context, float x, float z, float radius,
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SOverlayLine& overlay,
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bool floating, float heightOffset = 0.25f);
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/**
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* Updates @p overlay so that it represents the given square, flattened on the terrain.
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* @p x and @p z are position of center, @p w and @p h are size of rectangle, @p a is clockwise angle.
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*/
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void ConstructSquareOnGround(const CSimContext& context, float x, float z, float w, float h, float a,
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SOverlayLine& overlay,
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bool floating, float heightOffset = 0.25f);
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/**
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* Constructs a solid outline of an arbitrarily-aligned box.
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*/
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void ConstructBoxOutline(const CBoundingBoxOriented& box, SOverlayLine& overlayLine);
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/**
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* Constructs a solid outline of an axis-aligned bounding box.
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*/
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void ConstructBoxOutline(const CBoundingBoxAligned& bound, SOverlayLine& overlayLine);
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/**
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* Constructs a simple gimbal outline of radius @p radius at @p center in @p out.
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* @param numSteps The amount of steps to trace a circle's complete outline. Must be a (strictly) positive multiple of four.
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* For small radii, you can get away with small values; setting this to 4 will create a diamond shape.
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*/
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void ConstructGimbal(const CVector3D& center, float radius, SOverlayLine& out, size_t numSteps = 16);
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/**
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* Constructs XYZ axis marker overlay lines for the coordinate system specified by @p coordSystem and writes them to @p outX,
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* @p outY and @p outZ. The overlay lines are colored RGB for the XYZ axes, respectively.
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*/
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void ConstructAxesMarker(const CMatrix3D& coordSystem, SOverlayLine& outX, SOverlayLine& outY, SOverlayLine& outZ);
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/**
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* Updates @p points so each point is averaged with its neighbours, resulting in
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* a somewhat smoother curve, assuming the points are roughly equally spaced.
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* If @p closed then the points are treated as a closed path (the last is connected
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* to the first).
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*/
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void SmoothPointsAverage(std::vector<CVector2D>& points, bool closed);
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/**
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* Updates @p points to include intermediate points interpolating between the original
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* control points, using a rounded nonuniform spline.
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* The points are also shifted by @p offset in a direction 90 degrees clockwise from
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* the direction of the curve.
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* If @p closed then the points are treated as a closed path (the last is connected
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* to the first).
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* @param segmentSamples Amount of intermediate points to sample between every two control points.
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*/
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void InterpolatePointsRNS(std::vector<CVector2D>& points, bool closed, float offset, int segmentSamples = 4);
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/**
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* Creates a dashed line from the line specified by @points so that each dash is of length
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* @p dashLength, and each blank inbetween is of length @p blankLength. The dashed line returned as a list of smaller lines
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* in @p dashedLineOut.
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*
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* @param dashLength Length of a single dash. Must be strictly positive.
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* @param blankLength Length of a single blank between dashes. Must be strictly positive.
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*/
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void ConstructDashedLine(const std::vector<CVector2D>& linePoints, SDashedLine& dashedLineOut, const float dashLength, const float blankLength);
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} // namespace
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#endif // INCLUDED_HELPER_RENDER
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