2010-01-09 20:20:14 +01:00
|
|
|
/* 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 <http://www.gnu.org/licenses/>.
|
|
|
|
*/
|
|
|
|
|
|
|
|
#include "precompiled.h"
|
|
|
|
|
|
|
|
#include "Selection.h"
|
|
|
|
|
|
|
|
#include "graphics/Camera.h"
|
|
|
|
#include "simulation2/Simulation2.h"
|
2010-03-11 21:01:16 +01:00
|
|
|
#include "simulation2/components/ICmpOwnership.h"
|
2010-01-09 20:20:14 +01:00
|
|
|
#include "simulation2/components/ICmpSelectable.h"
|
|
|
|
#include "simulation2/components/ICmpVisual.h"
|
|
|
|
|
|
|
|
std::vector<entity_id_t> EntitySelection::PickEntitiesAtPoint(CSimulation2& simulation, CCamera& camera, int screenX, int screenY)
|
|
|
|
{
|
|
|
|
CVector3D origin, dir;
|
|
|
|
camera.BuildCameraRay(screenX, screenY, origin, dir);
|
|
|
|
|
|
|
|
std::vector<std::pair<float, entity_id_t> > hits; // (dist^2, entity) pairs
|
|
|
|
|
|
|
|
const CSimulation2::InterfaceList& ents = simulation.GetEntitiesWithInterface(IID_Selectable);
|
|
|
|
for (CSimulation2::InterfaceList::const_iterator it = ents.begin(); it != ents.end(); ++it)
|
|
|
|
{
|
|
|
|
entity_id_t ent = it->first;
|
|
|
|
|
|
|
|
// TODO: ought to filter out units hidden by current player's LOS
|
|
|
|
|
|
|
|
CmpPtr<ICmpVisual> cmpVisual(simulation.GetSimContext(), ent);
|
|
|
|
if (cmpVisual.null())
|
|
|
|
continue;
|
|
|
|
|
|
|
|
CBound bounds = cmpVisual->GetBounds();
|
|
|
|
|
|
|
|
float tmin, tmax;
|
|
|
|
if (!bounds.RayIntersect(origin, dir, tmin, tmax))
|
|
|
|
continue;
|
|
|
|
|
|
|
|
// Find the perpendicular distance from the object's centre to the picker ray
|
|
|
|
|
|
|
|
CVector3D centre;
|
|
|
|
bounds.GetCentre(centre);
|
|
|
|
|
|
|
|
CVector3D closest = origin + dir * (centre - origin).Dot(dir);
|
|
|
|
float dist2 = (closest - centre).LengthSquared();
|
|
|
|
|
|
|
|
hits.push_back(std::make_pair(dist2, ent));
|
|
|
|
}
|
|
|
|
|
|
|
|
// Sort hits by distance
|
|
|
|
std::sort(hits.begin(), hits.end()); // lexicographic comparison
|
|
|
|
|
|
|
|
// Extract the entity IDs
|
|
|
|
std::vector<entity_id_t> hitEnts;
|
|
|
|
hitEnts.reserve(hits.size());
|
|
|
|
for (size_t i = 0; i < hits.size(); ++i)
|
|
|
|
hitEnts.push_back(hits[i].second);
|
|
|
|
return hitEnts;
|
|
|
|
}
|
2010-03-11 21:01:16 +01:00
|
|
|
|
|
|
|
std::vector<entity_id_t> EntitySelection::PickEntitiesInRect(CSimulation2& simulation, CCamera& camera, int sx0, int sy0, int sx1, int sy1, int owner)
|
|
|
|
{
|
|
|
|
// Make sure sx0 <= sx1, and sy0 <= sy1
|
|
|
|
if (sx0 > sx1)
|
|
|
|
std::swap(sx0, sx1);
|
|
|
|
if (sy0 > sy1)
|
|
|
|
std::swap(sy0, sy1);
|
|
|
|
|
|
|
|
std::vector<entity_id_t> hitEnts;
|
|
|
|
|
|
|
|
const CSimulation2::InterfaceList& ents = simulation.GetEntitiesWithInterface(IID_Selectable);
|
|
|
|
for (CSimulation2::InterfaceList::const_iterator it = ents.begin(); it != ents.end(); ++it)
|
|
|
|
{
|
|
|
|
entity_id_t ent = it->first;
|
|
|
|
|
|
|
|
// Ignore entities not owned by 'owner'
|
|
|
|
CmpPtr<ICmpOwnership> cmpOwnership(simulation.GetSimContext(), ent);
|
|
|
|
if (cmpOwnership.null() || cmpOwnership->GetOwner() != owner)
|
|
|
|
continue;
|
|
|
|
|
|
|
|
// Find the current interpolated model position.
|
|
|
|
// (We just use the centre position and not the whole bounding box, because maybe
|
|
|
|
// that's better for users trying to select objects in busy areas)
|
|
|
|
|
|
|
|
CmpPtr<ICmpVisual> cmpVisual(simulation.GetSimContext(), ent);
|
|
|
|
if (cmpVisual.null())
|
|
|
|
continue;
|
|
|
|
|
|
|
|
CVector3D position = cmpVisual->GetPosition();
|
|
|
|
|
|
|
|
// Reject if it's not on-screen (e.g. it's behind the camera)
|
|
|
|
|
|
|
|
if (!camera.GetFrustum().IsPointVisible(position))
|
|
|
|
continue;
|
|
|
|
|
|
|
|
// Compare screen-space coordinates
|
|
|
|
float x, y;
|
|
|
|
camera.GetScreenCoordinates(position, x, y);
|
|
|
|
int ix = (int)x;
|
|
|
|
int iy = (int)y;
|
|
|
|
if (sx0 <= ix && ix <= sx1 && sy0 <= iy && iy <= sy1)
|
|
|
|
hitEnts.push_back(ent);
|
|
|
|
}
|
|
|
|
|
|
|
|
return hitEnts;
|
|
|
|
}
|