0ad/source/tools/atlas/GameInterface/Handlers/ObjectHandlers.cpp

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#include "precompiled.h"
#include <float.h>
#include "MessageHandler.h"
#include "../CommandProc.h"
#include "../View.h"
#include "graphics/GameView.h"
#include "graphics/Model.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 "graphics/ObjectEntry.h"
#include "graphics/ObjectManager.h"
#include "graphics/Terrain.h"
#include "graphics/Unit.h"
#include "graphics/UnitManager.h"
#include "lib/ogl.h"
#include "maths/MathUtil.h"
#include "maths/Matrix3D.h"
#include "ps/CLogger.h"
#include "ps/Game.h"
#include "ps/World.h"
#include "renderer/Renderer.h"
#include "renderer/WaterManager.h"
#include "simulation/EntityTemplateCollection.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 "simulation/EntityTemplate.h"
#include "simulation/Entity.h"
#include "simulation/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 "simulation/TerritoryManager.h"
#define LOG_CATEGORY "editor"
namespace AtlasMessage {
namespace
{
bool SortObjectsList(const sObjectsListItem& a, const sObjectsListItem& b)
{
return wcscmp(a.name.c_str(), b.name.c_str()) < 0;
}
bool IsFloating(const CUnit* unit)
{
if (! unit)
return false;
if (unit->GetEntity())
return (unit->GetEntity()->m_base->m_anchorType != L"Ground");
else
return unit->GetObject()->m_Base->m_Properties.m_FloatOnWater;
}
CUnitManager& GetUnitManager()
{
return g_Game->GetWorld()->GetUnitManager();
}
}
QUERYHANDLER(GetObjectsList)
{
std::vector<sObjectsListItem> objects;
if (CEntityTemplateCollection::IsInitialised())
{
std::vector<CStrW> names;
g_EntityTemplateCollection.getEntityTemplateNames(names);
for (std::vector<CStrW>::iterator it = names.begin(); it != names.end(); ++it)
{
//CEntityTemplate* baseent = g_EntityTemplateCollection.getTemplate(*it);
sObjectsListItem e;
e.id = L"(e) " + *it;
e.name = *it; //baseent->m_Tag
e.type = 0;
objects.push_back(e);
}
}
{
std::vector<CStr> names;
//CObjectManager::GetPropObjectNames(names);
CObjectManager::GetAllObjectNames(names);
for (std::vector<CStr>::iterator it = names.begin(); it != names.end(); ++it)
{
sObjectsListItem e;
e.id = L"(n) " + CStrW(*it);
e.name = CStrW(*it).AfterFirst(/*L"props/"*/ L"actors/");
e.type = 1;
objects.push_back(e);
}
}
std::sort(objects.begin(), objects.end(), SortObjectsList);
msg->objects = objects;
}
static std::vector<ObjectID> g_Selection;
void AtlasRenderSelection()
{
glDisable(GL_DEPTH_TEST);
for (size_t i = 0; i < g_Selection.size(); ++i)
{
CUnit* unit = GetUnitManager().FindByID(g_Selection[i]);
if (unit)
{
if (unit->GetEntity())
{
unit->GetEntity()->renderSelectionOutline();
}
else
{
const CBound& bound = unit->GetModel()->GetBounds();
// Expand bounds by 10% around the centre
CVector3D centre;
bound.GetCentre(centre);
CVector3D a = (bound[0] - centre) * 1.1f + centre;
CVector3D b = (bound[1] - centre) * 1.1f + centre;
float h = g_Game->GetWorld()->GetTerrain()->getExactGroundLevel(centre.X, centre.Z);
if (IsFloating(unit))
h = std::max(h, g_Renderer.GetWaterManager()->m_WaterHeight);
glColor3f(0.8f, 0.8f, 0.8f);
glBegin(GL_LINE_LOOP);
glVertex3f(a.X, h, a.Z);
glVertex3f(a.X, h, b.Z);
glVertex3f(b.X, h, b.Z);
glVertex3f(b.X, h, a.Z);
glEnd();
}
}
}
glEnable(GL_DEPTH_TEST);
}
MESSAGEHANDLER(SetSelectionPreview)
{
g_Selection = *msg->ids;
}
QUERYHANDLER(GetObjectSettings)
{
CUnit* unit = View::GetView(msg->view)->GetUnit(msg->id);
if (! unit) return;
sObjectSettings settings;
settings.player = unit->GetPlayerID();
// Get the unit's possible variants and selected variants
std::vector<std::vector<CStr> > groups = unit->GetObject()->m_Base->GetVariantGroups();
const std::set<CStr>& selections = unit->GetActorSelections();
// Iterate over variant groups
std::vector<std::vector<std::wstring> > variantgroups;
std::set<std::wstring> selections_set;
variantgroups.reserve(groups.size());
for (size_t i = 0; i < groups.size(); ++i)
{
// Copy variants into output structure
std::vector<std::wstring> group;
group.reserve(groups[i].size());
int choice = -1;
for (size_t j = 0; j < groups[i].size(); ++j)
{
group.push_back(CStrW(groups[i][j]));
// Find the first string in 'selections' that matches one of this
// group's variants
if (choice == -1)
if (selections.find(groups[i][j]) != selections.end())
choice = (int)j;
}
// Assuming one of the variants was selected (which it really ought
// to be), remember that one's name
if (choice != -1)
selections_set.insert(CStrW(groups[i][choice]));
variantgroups.push_back(group);
}
settings.variantgroups = variantgroups;
settings.selections = std::vector<std::wstring> (selections_set.begin(), selections_set.end()); // convert set->vector
msg->settings = settings;
}
BEGIN_COMMAND(SetObjectSettings)
{
int m_PlayerOld, m_PlayerNew;
std::set<CStr> m_SelectionsOld, m_SelectionsNew;
void Do()
{
CUnit* unit = View::GetView(msg->view)->GetUnit(msg->id);
if (! unit) return;
sObjectSettings settings = msg->settings;
m_PlayerOld = unit->GetPlayerID();
m_PlayerNew = settings.player;
m_SelectionsOld = unit->GetActorSelections();
std::vector<std::wstring> selections = *settings.selections;
for (std::vector<std::wstring>::iterator it = selections.begin(); it != selections.end(); ++it)
{
m_SelectionsNew.insert(CStr(*it));
}
Redo();
}
void Redo()
{
Set(m_PlayerNew, m_SelectionsNew);
}
void Undo()
{
Set(m_PlayerOld, m_SelectionsOld);
}
private:
void Set(int player, const std::set<CStr>& selections)
{
CUnit* unit = View::GetView(msg->view)->GetUnit(msg->id);
if (! unit) return;
unit->SetPlayerID(player);
unit->SetActorSelections(selections);
if (m_PlayerOld != m_PlayerNew)
g_Game->GetWorld()->GetTerritoryManager()->DelayedRecalculate();
}
};
END_COMMAND(SetObjectSettings);
//////////////////////////////////////////////////////////////////////////
static int g_PreviewUnitID = -1;
static CStrW g_PreviewUnitName;
static bool g_PreviewUnitFloating;
static CVector3D GetUnitPos(const Position& pos, bool floating)
{
static CVector3D vec;
vec = pos.GetWorldSpace(vec, floating); // if msg->pos is 'Unchanged', use the previous pos
// Clamp the position to the edges of the world:
// Use 'clamp' with a value slightly less than the width, so that converting
// to integer (rounding towards zero) will put it on the tile inside the edge
// instead of just outside
float mapWidth = (g_Game->GetWorld()->GetTerrain()->GetVerticesPerSide()-1)*CELL_SIZE;
float delta = 1e-6f; // fraction of map width - must be > FLT_EPSILON
float xOnMap = clamp(vec.X, 0.f, mapWidth * (1.f - delta));
float zOnMap = clamp(vec.Z, 0.f, mapWidth * (1.f - delta));
// Don't waste time with getExactGroundLevel unless we've changed
if (xOnMap != vec.X || zOnMap != vec.Z)
{
vec.X = xOnMap;
vec.Z = zOnMap;
vec.Y = g_Game->GetWorld()->GetTerrain()->getExactGroundLevel(xOnMap, zOnMap);
}
return vec;
}
static bool ParseObjectName(const CStrW& obj, bool& isEntity, CStrW& name)
{
if (obj.substr(0, 4) == L"(e) ")
{
isEntity = true;
name = obj.substr(4);
return true;
}
else if (obj.substr(0, 4) == L"(n) ")
{
isEntity = false;
name = obj.substr(4);
return true;
}
else
{
return false;
}
}
MESSAGEHANDLER(ObjectPreview)
{
CUnit* previewUnit = GetUnitManager().FindByID(g_PreviewUnitID);
// Don't recreate the unit unless it's changed
if (*msg->id != g_PreviewUnitName)
{
// Delete old unit
if (previewUnit)
{
GetUnitManager().DeleteUnit(previewUnit);
previewUnit = NULL;
}
g_PreviewUnitID = -1;
bool isEntity;
CStrW name;
if (ParseObjectName(*msg->id, isEntity, name))
{
std::set<CStr> selections; // TODO: get selections from user
// Create new unit
if (isEntity)
{
CEntityTemplate* base = g_EntityTemplateCollection.getTemplate(name);
if (base) // (ignore errors)
{
previewUnit = GetUnitManager().CreateUnit(base->m_actorName, NULL, selections);
if (previewUnit)
{
g_PreviewUnitID = GetUnitManager().GetNewID();
previewUnit->SetID(g_PreviewUnitID);
}
g_PreviewUnitFloating = (base->m_anchorType != L"Ground");
// TODO: variations
}
}
else
{
previewUnit = GetUnitManager().CreateUnit(CStr(name), NULL, selections);
if (previewUnit)
{
g_PreviewUnitID = GetUnitManager().GetNewID();
previewUnit->SetID(g_PreviewUnitID);
}
g_PreviewUnitFloating = IsFloating(previewUnit);
}
}
g_PreviewUnitName = *msg->id;
}
if (previewUnit)
{
// Update the unit's position and orientation:
CVector3D pos = GetUnitPos(msg->pos, g_PreviewUnitFloating);
float s, c;
if (msg->usetarget)
{
// Aim from pos towards msg->target
# 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
CVector3D target = msg->target->GetWorldSpace(pos.Y);
CVector2D dir(target.X-pos.X, target.Z-pos.Z);
dir = dir.normalize();
s = dir.x;
c = dir.y;
}
else
{
s = sin(msg->angle);
c = cos(msg->angle);
}
CMatrix3D m;
m._11 = -c; m._12 = 0.0f; m._13 = -s; m._14 = pos.X;
m._21 = 0.0f; m._22 = 1.0f; m._23 = 0.0f; m._24 = pos.Y;
m._31 = s; m._32 = 0.0f; m._33 = -c; m._34 = pos.Z;
m._41 = 0.0f; m._42 = 0.0f; m._43 = 0.0f; m._44 = 1.0f;
previewUnit->GetModel()->SetTransform(m);
// Update the unit's player colour:
previewUnit->SetPlayerID(msg->settings->player);
}
}
BEGIN_COMMAND(CreateObject)
{
CVector3D m_Pos;
float m_Angle;
int m_ID;
int m_Player;
void Do()
{
// Calculate the position/orientation to create this unit with
m_Pos = GetUnitPos(msg->pos, false);
if (msg->usetarget)
{
// Aim from m_Pos towards msg->target
# 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
CVector3D target = msg->target->GetWorldSpace(m_Pos.Y);
CVector2D dir(target.X-m_Pos.X, target.Z-m_Pos.Z);
m_Angle = atan2(dir.x, dir.y);
}
else
{
m_Angle = msg->angle;
}
// TODO: variations too
m_Player = msg->settings->player;
// Get a new ID, for future reference to this unit
m_ID = GetUnitManager().GetNewID();
Redo();
}
void Redo()
{
bool isEntity;
CStrW name;
if (ParseObjectName(*msg->id, isEntity, name))
{
std::set<CStr> selections;
if (isEntity)
{
CEntityTemplate* base = g_EntityTemplateCollection.getTemplate(name);
if (! base)
LOG(ERROR, LOG_CATEGORY, "Failed to load entity template '%ls'", name.c_str());
else
{
HEntity ent = g_EntityManager.create(base, m_Pos, m_Angle, selections);
if (! ent)
{
LOG(ERROR, LOG_CATEGORY, "Failed to create entity of type '%ls'", name.c_str());
}
else if (! ent->m_actor)
{
// We don't want to allow entities with no actors, because
// they'll be be invisible and will confuse scenario designers
LOG(ERROR, LOG_CATEGORY, "Failed to create entity of type '%ls'", name.c_str());
ent->kill();
}
else
{
ent->m_actor->SetPlayerID(m_Player);
ent->m_actor->SetID(m_ID);
# 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 (ent->m_base->m_isTerritoryCentre)
g_Game->GetWorld()->GetTerritoryManager()->DelayedRecalculate();
ent->Initialize();
}
}
}
else
{
CUnit* unit = GetUnitManager().CreateUnit(CStr(name), NULL, selections);
if (! unit)
{
LOG(ERROR, LOG_CATEGORY, "Failed to load nonentity actor '%ls'", name.c_str());
}
else
{
unit->SetID(m_ID);
float s = sin(m_Angle);
float c = cos(m_Angle);
CMatrix3D m;
m._11 = -c; m._12 = 0.0f; m._13 = -s; m._14 = m_Pos.X;
m._21 = 0.0f; m._22 = 1.0f; m._23 = 0.0f; m._24 = m_Pos.Y;
m._31 = s; m._32 = 0.0f; m._33 = -c; m._34 = m_Pos.Z;
m._41 = 0.0f; m._42 = 0.0f; m._43 = 0.0f; m._44 = 1.0f;
unit->GetModel()->SetTransform(m);
unit->SetPlayerID(m_Player);
}
}
}
}
void Undo()
{
CUnit* unit = GetUnitManager().FindByID(m_ID);
if (unit)
{
if (unit->GetEntity())
# 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
{
bool wasTerritoryCentre = unit->GetEntity()->m_base->m_isTerritoryCentre;
unit->GetEntity()->kill();
# 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 (wasTerritoryCentre)
g_Game->GetWorld()->GetTerritoryManager()->DelayedRecalculate();
}
else
{
GetUnitManager().RemoveUnit(unit);
delete unit;
}
}
}
};
END_COMMAND(CreateObject)
QUERYHANDLER(PickObject)
{
float x, y;
msg->pos->GetScreenSpace(x, y);
CVector3D rayorigin, raydir;
g_Game->GetView()->GetCamera()->BuildCameraRay((int)x, (int)y, rayorigin, raydir);
CUnit* target = GetUnitManager().PickUnit(rayorigin, raydir, false);
if (target)
msg->id = target->GetID();
else
msg->id = -1;
if (target)
{
// Get screen coordinates of the point on the ground underneath the
// object's model-centre, so that callers know the offset to use when
// working out the screen coordinates to move the object to.
// (TODO: http://trac.0ad.homeip.net/ticket/99)
CVector3D centre = target->GetModel()->GetTransform().GetTranslation();
centre.Y = g_Game->GetWorld()->GetTerrain()->getExactGroundLevel(centre.X, centre.Z);
if (IsFloating(target))
centre.Y = std::max(centre.Y, g_Renderer.GetWaterManager()->m_WaterHeight);
float cx, cy;
g_Game->GetView()->GetCamera()->GetScreenCoordinates(centre, cx, cy);
msg->offsetx = (int)(cx - x);
msg->offsety = (int)(cy - y);
}
else
{
msg->offsetx = msg->offsety = 0;
}
}
BEGIN_COMMAND(MoveObject)
{
CVector3D m_PosOld, m_PosNew;
void Do()
{
CUnit* unit = GetUnitManager().FindByID(msg->id);
if (! unit) return;
m_PosNew = GetUnitPos(msg->pos, IsFloating(unit));
if (unit->GetEntity())
{
m_PosOld = unit->GetEntity()->m_position;
}
else
{
CMatrix3D m = unit->GetModel()->GetTransform();
m_PosOld = m.GetTranslation();
}
SetPos(m_PosNew);
}
void SetPos(CVector3D& pos)
{
CUnit* unit = GetUnitManager().FindByID(msg->id);
if (! unit) return;
if (unit->GetEntity())
{
// Set the current position, and also set the previous position so
// CEntity::interpolate puts the entity in the right place (without
// having to call CEntity::update before it'll look right)
unit->GetEntity()->m_position = pos;
unit->GetEntity()->m_position_previous = pos;
# 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 (unit->GetEntity()->m_base->m_isTerritoryCentre)
g_Game->GetWorld()->GetTerritoryManager()->DelayedRecalculate();
}
else
{
CMatrix3D m = unit->GetModel()->GetTransform();
m.Translate(pos - m.GetTranslation());
unit->GetModel()->SetTransform(m);
}
}
void Redo()
{
SetPos(m_PosNew);
}
void Undo()
{
SetPos(m_PosOld);
}
void MergeIntoPrevious(cMoveObject* prev)
{
// TODO: do something valid if prev unit != this unit
debug_assert(prev->msg->id == msg->id);
prev->m_PosNew = m_PosNew;
}
};
END_COMMAND(MoveObject)
BEGIN_COMMAND(RotateObject)
{
float m_AngleOld, m_AngleNew;
CMatrix3D m_TransformOld, m_TransformNew;
void Do()
{
CUnit* unit = GetUnitManager().FindByID(msg->id);
if (! unit) return;
if (unit->GetEntity())
{
m_AngleOld = unit->GetEntity()->m_orientation.Y;
if (msg->usetarget)
{
CVector3D& pos = unit->GetEntity()->m_position;
# 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
CVector3D target = msg->target->GetWorldSpace(pos.Y);
CVector2D dir(target.X-pos.X, target.Z-pos.Z);
m_AngleNew = atan2(dir.x, dir.y);
}
else
{
m_AngleNew = msg->angle;
}
}
else
{
m_TransformOld = unit->GetModel()->GetTransform();
CVector3D pos = unit->GetModel()->GetTransform().GetTranslation();
float s, c;
if (msg->usetarget)
{
# 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
CVector3D target = msg->target->GetWorldSpace(pos.Y);
CVector2D dir(target.X-pos.X, target.Z-pos.Z);
dir = dir.normalize();
s = dir.x;
c = dir.y;
}
else
{
s = sinf(msg->angle);
c = cosf(msg->angle);
}
CMatrix3D& m = m_TransformNew;
m._11 = -c; m._12 = 0.0f; m._13 = -s; m._14 = pos.X;
m._21 = 0.0f; m._22 = 1.0f; m._23 = 0.0f; m._24 = pos.Y;
m._31 = s; m._32 = 0.0f; m._33 = -c; m._34 = pos.Z;
m._41 = 0.0f; m._42 = 0.0f; m._43 = 0.0f; m._44 = 1.0f;
}
SetAngle(m_AngleNew, m_TransformNew);
}
void SetAngle(float angle, CMatrix3D& transform)
{
CUnit* unit = GetUnitManager().FindByID(msg->id);
if (! unit) return;
if (unit->GetEntity())
{
unit->GetEntity()->m_orientation.Y = angle;
}
else
{
unit->GetModel()->SetTransform(transform);
}
}
void Redo()
{
SetAngle(m_AngleNew, m_TransformNew);
}
void Undo()
{
SetAngle(m_AngleOld, m_TransformOld);
}
void MergeIntoPrevious(cRotateObject* prev)
{
// TODO: do something valid if prev unit != this unit
debug_assert(prev->msg->id == msg->id);
prev->m_AngleNew = m_AngleNew;
prev->m_TransformNew = m_TransformNew;
}
};
END_COMMAND(RotateObject)
BEGIN_COMMAND(DeleteObject)
{
CUnit* m_UnitInLimbo;
cDeleteObject()
{
m_UnitInLimbo = NULL;
}
~cDeleteObject()
{
if (m_UnitInLimbo)
{
if (m_UnitInLimbo->GetEntity())
m_UnitInLimbo->GetEntity()->kill();
else
delete m_UnitInLimbo;
}
// TODO (IMPORTANT): this can crash when interacting with simulation
// playing/resetting because the entity gets deleted while we still
// think we have a reference to it. This system should probably be
// replaced by something like SimState::Entity to safely serialise
// units while they're in limbo.
}
void Do()
{
Redo();
}
void Redo()
{
CUnit* unit = GetUnitManager().FindByID(msg->id);
if (! unit) return;
if (unit->GetEntity())
{
// HACK: I don't know the proper way of undoably deleting entities...
unit->GetEntity()->entf_set(ENTF_DESTROYED);
# 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
// TODO: territories don't ignore DESTROYED entities
if (unit->GetEntity()->m_base->m_isTerritoryCentre)
g_Game->GetWorld()->GetTerritoryManager()->DelayedRecalculate();
}
GetUnitManager().RemoveUnit(unit);
m_UnitInLimbo = unit;
}
void Undo()
{
if (m_UnitInLimbo->GetEntity())
# 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_UnitInLimbo->GetEntity()->entf_clear(ENTF_DESTROYED);
# 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_UnitInLimbo->GetEntity()->m_base->m_isTerritoryCentre)
g_Game->GetWorld()->GetTerritoryManager()->DelayedRecalculate();
}
GetUnitManager().AddUnit(m_UnitInLimbo);
m_UnitInLimbo = NULL;
}
};
END_COMMAND(DeleteObject)
}