0ad/source/simulation2/helpers/Render.cpp
Ykkrosh 828400d82e # Support floating units in new simulation system.
Fix rendering of underwater lines.
Fix rendering of unit selection outlines in Atlas.
Remove some obsolete hotkeys.

This was SVN commit r7589.
2010-05-27 23:23:53 +00:00

135 lines
4.0 KiB
C++

/* 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 "Render.h"
#include "simulation2/Simulation2.h"
#include "simulation2/components/ICmpTerrain.h"
#include "simulation2/components/ICmpWaterManager.h"
#include "graphics/Overlay.h"
static const size_t RENDER_CIRCLE_POINTS = 16;
static const float RENDER_HEIGHT_DELTA = 0.25f; // distance above terrain
void SimRender::ConstructLineOnGround(const CSimContext& context, std::vector<float> xz,
SOverlayLine& overlay, bool floating)
{
overlay.m_Coords.clear();
CmpPtr<ICmpTerrain> cmpTerrain(context, SYSTEM_ENTITY);
if (cmpTerrain.null())
return;
if (xz.size() < 2)
return;
float water = 0.f;
if (floating)
{
CmpPtr<ICmpWaterManager> 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<ICmpTerrain> cmpTerrain(context, SYSTEM_ENTITY);
if (cmpTerrain.null())
return;
float water = 0.f;
if (floating)
{
CmpPtr<ICmpWaterManager> cmpWaterMan(context, SYSTEM_ENTITY);
if (!cmpWaterMan.null())
water = cmpWaterMan->GetExactWaterLevel(x, z);
}
overlay.m_Coords.reserve((RENDER_CIRCLE_POINTS + 1) * 3);
for (size_t i = 0; i <= RENDER_CIRCLE_POINTS; ++i) // use '<=' so it's a closed loop
{
float a = i * 2 * (float)M_PI / RENDER_CIRCLE_POINTS;
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);
}
}
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<ICmpTerrain> cmpTerrain(context, SYSTEM_ENTITY);
if (cmpTerrain.null())
return;
float water = 0.f;
if (floating)
{
CmpPtr<ICmpWaterManager> cmpWaterMan(context, SYSTEM_ENTITY);
if (!cmpWaterMan.null())
water = cmpWaterMan->GetExactWaterLevel(x, z);
}
// TODO: might be nicer to split this into little pieces so it copes better with uneven terrain
overlay.m_Coords.reserve(5 * 3);
float c = cos(a);
float s = sin(a);
std::vector<std::pair<float, float> > coords;
coords.push_back(std::make_pair(x - w/2*c + h/2*s, z + w/2*s + h/2*c));
coords.push_back(std::make_pair(x - w/2*c - h/2*s, z + w/2*s - h/2*c));
coords.push_back(std::make_pair(x + w/2*c - h/2*s, z - w/2*s - h/2*c));
coords.push_back(std::make_pair(x + w/2*c + h/2*s, z - w/2*s + h/2*c));
coords.push_back(std::make_pair(x - w/2*c + h/2*s, z + w/2*s + h/2*c));
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);
}
}