/* Copyright (C) 2010 Wildfire Games. * This file is part of 0 A.D. * * 0 A.D. is free software: you can redistribute it and/or modify * it under the terms of the GNU General Public License as published by * the Free Software Foundation, either version 2 of the License, or * (at your option) any later version. * * 0 A.D. is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the * GNU General Public License for more details. * * You should have received a copy of the GNU General Public License * along with 0 A.D. If not, see . */ #include "precompiled.h" #include "Render.h" #include "simulation2/Simulation2.h" #include "simulation2/components/ICmpTerrain.h" #include "simulation2/components/ICmpWaterManager.h" #include "graphics/Overlay.h" #include "graphics/Terrain.h" #include "maths/MathUtil.h" static const float RENDER_HEIGHT_DELTA = 0.25f; // distance above terrain void SimRender::ConstructLineOnGround(const CSimContext& context, std::vector xz, SOverlayLine& overlay, bool floating) { overlay.m_Coords.clear(); CmpPtr cmpTerrain(context, SYSTEM_ENTITY); if (cmpTerrain.null()) return; if (xz.size() < 2) return; float water = 0.f; if (floating) { CmpPtr cmpWaterMan(context, SYSTEM_ENTITY); if (!cmpWaterMan.null()) water = cmpWaterMan->GetExactWaterLevel(xz[0], xz[1]); } overlay.m_Coords.reserve(xz.size()/2 * 3); for (size_t i = 0; i < xz.size(); i += 2) { float px = xz[i]; float pz = xz[i+1]; float py = std::max(water, cmpTerrain->GetExactGroundLevel(px, pz)) + RENDER_HEIGHT_DELTA; overlay.m_Coords.push_back(px); overlay.m_Coords.push_back(py); overlay.m_Coords.push_back(pz); } } void SimRender::ConstructCircleOnGround(const CSimContext& context, float x, float z, float radius, SOverlayLine& overlay, bool floating) { overlay.m_Coords.clear(); CmpPtr cmpTerrain(context, SYSTEM_ENTITY); if (cmpTerrain.null()) return; float water = 0.f; if (floating) { CmpPtr cmpWaterMan(context, SYSTEM_ENTITY); if (!cmpWaterMan.null()) water = cmpWaterMan->GetExactWaterLevel(x, z); } // Adapt the circle resolution to look reasonable for small and largeish radiuses size_t numPoints = clamp((size_t)(radius*4.0f), (size_t)12, (size_t)48); overlay.m_Coords.reserve((numPoints + 1) * 3); for (size_t i = 0; i <= numPoints; ++i) // use '<=' so it's a closed loop { float a = i * 2 * (float)M_PI / numPoints; float px = x + radius * sin(a); float pz = z + radius * cos(a); float py = std::max(water, cmpTerrain->GetExactGroundLevel(px, pz)) + RENDER_HEIGHT_DELTA; overlay.m_Coords.push_back(px); overlay.m_Coords.push_back(py); overlay.m_Coords.push_back(pz); } } // This method splits up a straight line into a number of line segments each having a length ~= CELL_SIZE static void SplitLine(std::vector >& coords, float x1, float y1, float x2, float y2) { float length = sqrt(SQR(x1 - x2) + SQR(y1 - y2)); size_t pieces = ((int)length) / CELL_SIZE; if (pieces > 0) { float xPieceLength = (x1 - x2) / pieces; float yPieceLength = (y1 - y2) / pieces; for (size_t i = 1; i <= (pieces - 1); ++i) { coords.push_back(std::make_pair(x1 - (xPieceLength * i), y1 - (yPieceLength * i))); } } coords.push_back(std::make_pair(x2, y2)); } void SimRender::ConstructSquareOnGround(const CSimContext& context, float x, float z, float w, float h, float a, SOverlayLine& overlay, bool floating) { overlay.m_Coords.clear(); CmpPtr cmpTerrain(context, SYSTEM_ENTITY); if (cmpTerrain.null()) return; float water = 0.f; if (floating) { CmpPtr cmpWaterMan(context, SYSTEM_ENTITY); if (!cmpWaterMan.null()) water = cmpWaterMan->GetExactWaterLevel(x, z); } float c = cos(a); float s = sin(a); std::vector > coords; // Add the first vertex, since SplitLine will be adding only the second end-point of the each line to // the coordinates list. We don't have to worry about the other lines, since the end-point of one line // will be the starting point of the next coords.push_back(std::make_pair(x - w/2*c + h/2*s, z + w/2*s + h/2*c)); SplitLine(coords, x - w/2*c + h/2*s, z + w/2*s + h/2*c, x - w/2*c - h/2*s, z + w/2*s - h/2*c); SplitLine(coords, x - w/2*c - h/2*s, z + w/2*s - h/2*c, x + w/2*c - h/2*s, z - w/2*s - h/2*c); SplitLine(coords, x + w/2*c - h/2*s, z - w/2*s - h/2*c, x + w/2*c + h/2*s, z - w/2*s + h/2*c); SplitLine(coords, x + w/2*c + h/2*s, z - w/2*s + h/2*c, x - w/2*c + h/2*s, z + w/2*s + h/2*c); overlay.m_Coords.reserve(coords.size() * 3); for (size_t i = 0; i < coords.size(); ++i) { float px = coords[i].first; float pz = coords[i].second; float py = std::max(water, cmpTerrain->GetExactGroundLevel(px, pz)) + RENDER_HEIGHT_DELTA; overlay.m_Coords.push_back(px); overlay.m_Coords.push_back(py); overlay.m_Coords.push_back(pz); } }