1
0
forked from 0ad/0ad
0ad/source/gui/MiniMap.cpp

647 lines
19 KiB
C++
Raw Normal View History

/* Copyright (C) 2009 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 <math.h>
#include "MiniMap.h"
#include "graphics/GameView.h"
#include "graphics/MiniPatch.h"
#include "graphics/Terrain.h"
#include "graphics/TextureEntry.h"
#include "graphics/TextureManager.h"
#include "graphics/Unit.h"
#include "graphics/UnitManager.h"
#include "lib/ogl.h"
#include "lib/external_libraries/sdl.h"
#include "lib/bits.h"
#include "lib/timer.h"
#include "lib/sysdep/cpu.h"
#include "network/NetMessage.h"
#include "ps/Game.h"
#include "ps/Interact.h"
#include "ps/Player.h"
#include "ps/Profile.h"
#include "ps/World.h"
#include "renderer/Renderer.h"
#include "renderer/WaterManager.h"
#include "scripting/GameEvents.h"
#include "simulation/Entity.h"
#include "simulation/EntityTemplate.h"
#include "simulation/LOSManager.h"
#include "simulation/TerritoryManager.h"
#include "simulation2/Simulation2.h"
#include "simulation2/components/ICmpMinimap.h"
bool g_TerrainModified = false;
bool g_GameRestarted = false;
// used by GetMapSpaceCoords (precalculated as an optimization).
// this was formerly access via inline asm, which required it to be
// static data instead of a class member. that is no longer the case,
// but we leave it because this is slightly more efficient.
static float m_scaleX, m_scaleY;
static unsigned int ScaleColor(unsigned int color, float x)
{
unsigned int r = unsigned(float(color & 0xff) * x);
unsigned int g = unsigned(float((color>>8) & 0xff) * x);
unsigned int b = unsigned(float((color>>16) & 0xff) * x);
return (0xff000000 | r | g<<8 | b<<16);
}
CMiniMap::CMiniMap()
: m_TerrainTexture(0), m_TerrainData(0), m_MapSize(0), m_Terrain(0),
m_LOSTexture(0), m_LOSData(0), m_UnitManager(0)
{
AddSetting(GUIST_CColor, "fov_wedge_color");
AddSetting(GUIST_CStr, "tooltip");
AddSetting(GUIST_CStr, "tooltip_style");
m_Clicking = false;
}
CMiniMap::~CMiniMap()
{
Destroy();
}
void CMiniMap::HandleMessage(const SGUIMessage &Message)
{
switch(Message.type)
{
case GUIM_MOUSE_PRESS_LEFT:
{
SetCameraPos();
m_Clicking = true;
break;
}
case GUIM_MOUSE_RELEASE_LEFT:
{
if(m_Clicking)
SetCameraPos();
m_Clicking = false;
break;
}
case GUIM_MOUSE_DBLCLICK_LEFT:
{
if(m_Clicking)
SetCameraPos();
m_Clicking = false;
break;
}
case GUIM_MOUSE_ENTER:
{
if (!g_UseSimulation2)
g_Selection.m_mouseOverMM = true;
break;
}
case GUIM_MOUSE_LEAVE:
{
if (!g_UseSimulation2)
g_Selection.m_mouseOverMM = false;
m_Clicking = false;
break;
}
case GUIM_MOUSE_RELEASE_RIGHT:
{
CMiniMap::FireWorldClickEvent(SDL_BUTTON_RIGHT, 1);
break;
}
case GUIM_MOUSE_DBLCLICK_RIGHT:
{
CMiniMap::FireWorldClickEvent(SDL_BUTTON_RIGHT, 2);
break;
}
case GUIM_MOUSE_MOTION:
{
if (m_Clicking)
SetCameraPos();
break;
}
default:
break;
} // switch
}
void CMiniMap::SetCameraPos()
{
CTerrain *MMTerrain=g_Game->GetWorld()->GetTerrain();
CVector3D CamOrient=m_Camera->m_Orientation.GetTranslation();
//get center point of screen
int x = g_Renderer.GetWidth()/2;
int y = g_Renderer.GetHeight()/2;
CVector3D ScreenMiddle=m_Camera->GetWorldCoordinates(x,y);
//Get Vector required to go from camera position to ScreenMiddle
CVector3D TransVector;
TransVector.X=CamOrient.X-ScreenMiddle.X;
TransVector.Z=CamOrient.Z-ScreenMiddle.Z;
//world position of where mouse clicked
CVector3D Destination;
CPos MousePos = GetMousePos();
//X and Z according to proportion of mouse position and minimap
Destination.X = CELL_SIZE * m_MapSize *
( (MousePos.x - m_CachedActualSize.left) / m_CachedActualSize.GetWidth() );
Destination.Z = CELL_SIZE * m_MapSize * ( (m_CachedActualSize.bottom - MousePos.y) /
m_CachedActualSize.GetHeight() );
m_Camera->m_Orientation._14=Destination.X;
m_Camera->m_Orientation._34=Destination.Z;
m_Camera->m_Orientation._14+=TransVector.X;
m_Camera->m_Orientation._34+=TransVector.Z;
//Lock Y coord. No risk of zoom exceeding limit-Y does not increase
float Height=MMTerrain->GetExactGroundLevel(
m_Camera->m_Orientation._14, m_Camera->m_Orientation._34) + g_YMinOffset;
if (m_Camera->m_Orientation._24 < Height)
{
m_Camera->m_Orientation._24=Height;
}
m_Camera->UpdateFrustum();
}
void CMiniMap::FireWorldClickEvent(int button, int clicks)
{
//debug_printf(L"FireWorldClickEvent: button %d, clicks %d\n", button, clicks);
CPos MousePos = GetMousePos();
CVector2D Destination;
//X and Z according to proportion of mouse position and minimap
Destination.x = CELL_SIZE * m_MapSize *
( (MousePos.x - m_CachedActualSize.left) / m_CachedActualSize.GetWidth() );
Destination.y = CELL_SIZE * m_MapSize * ( (m_CachedActualSize.bottom - MousePos.y) /
m_CachedActualSize.GetHeight() );
g_JSGameEvents.FireWorldClick(
button,
clicks,
NMT_GOTO,
-1,
NMT_RUN,
-1,
NULL,
(int)Destination.x,
(int)Destination.y);
}
// render view rect : John M. Mena
// This sets up and draws the rectangle on the mini-map
// which represents the view of the camera in the world.
void CMiniMap::DrawViewRect()
{
// Get correct world coordinates based off corner of screen start
// at Bottom Left and going CW
CVector3D hitPt[4];
hitPt[0]=m_Camera->GetWorldCoordinates(0,g_Renderer.GetHeight());
hitPt[1]=m_Camera->GetWorldCoordinates(g_Renderer.GetWidth(),g_Renderer.GetHeight());
hitPt[2]=m_Camera->GetWorldCoordinates(g_Renderer.GetWidth(),0);
hitPt[3]=m_Camera->GetWorldCoordinates(0,0);
float ViewRect[4][2];
for (int i=0;i<4;i++) {
// convert to minimap space
float px=hitPt[i].X;
float pz=hitPt[i].Z;
ViewRect[i][0]=(m_CachedActualSize.GetWidth()*px/float(CELL_SIZE*m_MapSize));
ViewRect[i][1]=(m_CachedActualSize.GetHeight()*pz/float(CELL_SIZE*m_MapSize));
}
// Enable Scissoring as to restrict the rectangle
// to only the mini-map below by retrieving the mini-maps
// screen coords.
glScissor((int)m_CachedActualSize.left, 0, (int)m_CachedActualSize.right, (int)m_CachedActualSize.GetHeight());
glEnable(GL_SCISSOR_TEST);
glEnable(GL_LINE_SMOOTH);
glLineWidth(2.0f);
glColor3f(1.0f, 0.3f, 0.3f);
// Draw the viewing rectangle with the ScEd's conversion algorithm
const float x = m_CachedActualSize.left, y = m_CachedActualSize.bottom;
glBegin(GL_LINE_LOOP);
glVertex2f(x+ViewRect[0][0], y-ViewRect[0][1]);
glVertex2f(x+ViewRect[1][0], y-ViewRect[1][1]);
glVertex2f(x+ViewRect[2][0], y-ViewRect[2][1]);
glVertex2f(x+ViewRect[3][0], y-ViewRect[3][1]);
glEnd();
// restore state
glDisable(GL_SCISSOR_TEST);
glDisable(GL_LINE_SMOOTH);
glLineWidth(1.0f);
}
struct MinimapUnitVertex
{
u8 r, g, b, a;
float x, y;
};
void CMiniMap::Draw()
{
PROFILE("minimap");
// The terrain isn't actually initialized until the map is loaded, which
// happens when the game is started, so abort until then.
if(!(GetGUI() && g_Game && g_Game->IsGameStarted()))
return;
glDisable(GL_DEPTH_TEST);
// Set our globals in case they hadn't been set before
m_Camera = g_Game->GetView()->GetCamera();
m_Terrain = g_Game->GetWorld()->GetTerrain();
m_UnitManager = &g_Game->GetWorld()->GetUnitManager();
m_Width = (u32)(m_CachedActualSize.right - m_CachedActualSize.left);
m_Height = (u32)(m_CachedActualSize.bottom - m_CachedActualSize.top);
m_MapSize = m_Terrain->GetVerticesPerSide();
m_TextureSize = (GLsizei)round_up_to_pow2((size_t)m_MapSize);
m_scaleX = float(m_Width) / float(m_MapSize - 1);
m_scaleY = float(m_Height) / float(m_MapSize - 1);
if(!m_TerrainTexture || g_GameRestarted)
CreateTextures();
// do not limit this as with LOS updates below - we must update
// immediately after changes are reported because this flag will be
// reset at the end of the frame.
if(g_TerrainModified)
RebuildTerrainTexture();
// only update 10x / second
// (note: since units only move a few pixels per second on the minimap,
// we can get away with infrequent updates; this is slow, ~20ms)
static double last_time;
const double cur_time = timer_Time();
if(cur_time - last_time > 100e-3) // 10 updates/sec
{
last_time = cur_time;
CLOSManager* losMgr = g_Game->GetWorld()->GetLOSManager();
if(losMgr->m_LOSSetting != LOS_SETTING_ALL_VISIBLE)
RebuildLOSTexture();
}
const float texCoordMax = ((float)m_MapSize - 1) / ((float)m_TextureSize);
const float x = m_CachedActualSize.left, y = m_CachedActualSize.bottom;
const float x2 = m_CachedActualSize.right, y2 = m_CachedActualSize.top;
const float z = GetBufferedZ();
// Draw the main textured quad
g_Renderer.BindTexture(0, m_TerrainTexture);
glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glBegin(GL_QUADS);
glTexCoord2f(0.0f, 0.0f);
glVertex3f(x, y, z);
glTexCoord2f(texCoordMax, 0.0f);
glVertex3f(x2, y, z);
glTexCoord2f(texCoordMax, texCoordMax);
glVertex3f(x2, y2, z);
glTexCoord2f(0.0f, texCoordMax);
glVertex3f(x, y2, z);
glEnd();
// Shade territories by player
CTerritoryManager* territoryMgr = g_Game->GetWorld()->GetTerritoryManager();
std::vector<CTerritory*>& territories = territoryMgr->GetTerritories();
PROFILE_START("minimap territory shade");
glDisable(GL_TEXTURE_2D);
glEnable(GL_BLEND);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
for( size_t i=0; i<territories.size(); i++ )
{
if( territories[i]->owner->GetPlayerID() == 0 )
continue;
std::vector<CVector2D>& boundary = territories[i]->boundary;
SPlayerColour col = territories[i]->owner->GetColour();
glColor4f(col.r, col.g, col.b, 0.25f);
glBegin(GL_POLYGON);
for( size_t j=0; j<boundary.size(); j++ )
{
float fx = boundary[j].x / (m_Terrain->GetTilesPerSide() * CELL_SIZE);
float fy = boundary[j].y / (m_Terrain->GetTilesPerSide() * CELL_SIZE);
glVertex3f( x*(1-fx) + x2*fx, y*(1-fy) + y2*fy, z );
}
glEnd();
}
glDisable(GL_BLEND);
PROFILE_END("minimap territory shade");
// Draw territory boundaries
glEnable(GL_LINE_SMOOTH);
glLineWidth(1.0f);
glEnable(GL_BLEND);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
glColor4f(0.8f, 0.8f, 0.8f, 0.8f);
for( size_t i=0; i<territories.size(); i++ )
{
std::vector<CVector2D>& boundary = territories[i]->boundary;
glBegin(GL_LINE_LOOP);
for( size_t j=0; j<boundary.size(); j++ )
{
float fx = boundary[j].x / (m_Terrain->GetTilesPerSide() * CELL_SIZE);
float fy = boundary[j].y / (m_Terrain->GetTilesPerSide() * CELL_SIZE);
glVertex3f( x*(1-fx) + x2*fx, y*(1-fy) + y2*fy, z );
}
glEnd();
}
glLineWidth(1.0f);
glDisable(GL_LINE_SMOOTH);
glDisable(GL_BLEND);
// Draw the LOS quad in black, using alpha values from the LOS texture
g_Renderer.BindTexture(0, m_LOSTexture);
glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE);
glTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_RGB_ARB, GL_REPLACE);
glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE0_RGB_ARB, GL_PRIMARY_COLOR_ARB);
glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND0_RGB_ARB, GL_SRC_COLOR);
glTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_ALPHA_ARB, GL_REPLACE);
glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE0_ALPHA_ARB, GL_TEXTURE);
glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND0_ALPHA_ARB, GL_SRC_ALPHA);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glEnable(GL_BLEND);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
glBegin(GL_QUADS);
glColor3f(0.0f, 0.0f, 0.0f);
glTexCoord2f(0.0f, 0.0f);
glVertex3f(x, y, z);
glTexCoord2f(texCoordMax, 0.0f);
glVertex3f(x2, y, z);
glTexCoord2f(texCoordMax, texCoordMax);
glVertex3f(x2, y2, z);
glTexCoord2f(0.0f, texCoordMax);
glVertex3f(x, y2, z);
glEnd();
glDisable(GL_BLEND);
PROFILE_START("minimap units");
std::vector<MinimapUnitVertex> vertexArray;
// TODO: don't reallocate this after every frame (but don't waste memory
// after the number of units decreases substantially)
// Don't enable GL_POINT_SMOOTH because it's far too slow
// (~70msec/frame on a GF4 rendering a thousand points)
glPointSize(3.f);
if (g_UseSimulation2)
{
float sx = m_scaleX / CELL_SIZE;
float sy = m_scaleY / CELL_SIZE;
2005-09-14 21:43:16 +02:00
CSimulation2* sim = g_Game->GetSimulation2();
const CSimulation2::InterfaceList& ents = sim->GetEntitiesWithInterface(IID_Minimap);
for (CSimulation2::InterfaceList::const_iterator it = ents.begin(); it != ents.end(); ++it)
{
MinimapUnitVertex v;
ICmpMinimap* cmpMinimap = static_cast<ICmpMinimap*>(it->second);
if (cmpMinimap->GetRenderData(v.r, v.g, v.b, v.x, v.y))
{
v.a = 255;
v.x = x + v.x*sx;
v.y = y - v.y*sy;
vertexArray.push_back(v);
}
}
}
else
{
// Draw unit points
const std::vector<CUnit *> &units = m_UnitManager->GetUnits();
std::vector<CUnit *>::const_iterator iter = units.begin();
CUnit *unit = 0;
CVector2D pos;
CLOSManager* losMgr = g_Game->GetWorld()->GetLOSManager();
2005-09-14 21:43:16 +02:00
for(; iter != units.end(); ++iter)
{
unit = (CUnit *)(*iter);
if(unit && unit->GetEntity() && losMgr->GetUnitStatus(unit, g_Game->GetLocalPlayer()) != UNIT_HIDDEN)
{
CEntity* entity = unit->GetEntity();
CStrW& type = entity->m_base->m_minimapType;
MinimapUnitVertex v;
if(type==L"Unit" || type==L"Structure" || type==L"Hero") {
// Use the player colour
const SPlayerColour& colour = entity->GetPlayer()->GetColour();
v.r = cpu_i32FromFloat(colour.r*255.f);
v.g = cpu_i32FromFloat(colour.g*255.f);
v.b = cpu_i32FromFloat(colour.b*255.f);
v.a = 255;
}
else {
CEntityTemplate* base = entity->m_base;
v.r = base->m_minimapR;
v.g = base->m_minimapG;
v.b = base->m_minimapB;
v.a = 255;
}
pos = GetMapSpaceCoords(entity->m_position);
v.x = x + pos.x;
v.y = y - pos.y;
vertexArray.push_back(v);
}
}
}
if (!vertexArray.empty())
{
glPushMatrix();
glTranslatef(0, 0, z);
// Unbind any vertex buffer object, if our card supports VBO's
if (g_Renderer.GetCapabilities().m_VBO)
{
pglBindBufferARB(GL_ARRAY_BUFFER_ARB, 0);
}
glInterleavedArrays(GL_C4UB_V2F, sizeof(MinimapUnitVertex), &vertexArray[0]);
glDrawArrays(GL_POINTS, 0, (GLsizei)vertexArray.size());
glDisableClientState(GL_COLOR_ARRAY);
glDisableClientState(GL_VERTEX_ARRAY);
glPopMatrix();
}
PROFILE_END("minimap units");
DrawViewRect();
// Reset everything back to normal
glPointSize(1.0f);
glEnable(GL_TEXTURE_2D);
glEnable(GL_DEPTH_TEST);
}
void CMiniMap::CreateTextures()
{
Destroy();
// Create terrain texture
glGenTextures(1, &m_TerrainTexture);
g_Renderer.BindTexture(0, m_TerrainTexture);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, m_TextureSize, m_TextureSize, 0, GL_BGRA_EXT, GL_UNSIGNED_BYTE, 0);
m_TerrainData = new u32[(m_MapSize - 1) * (m_MapSize - 1)];
glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MIN_FILTER,GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MAG_FILTER,GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_WRAP_S,GL_CLAMP);
glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_WRAP_T,GL_CLAMP);
// Create LOS texture
glGenTextures(1, &m_LOSTexture);
g_Renderer.BindTexture(0, m_LOSTexture);
glTexImage2D(GL_TEXTURE_2D, 0, GL_ALPHA8, m_TextureSize, m_TextureSize, 0, GL_ALPHA, GL_UNSIGNED_BYTE, 0);
m_LOSData = new u8[(m_MapSize - 1) * (m_MapSize - 1)];
glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MIN_FILTER,GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MAG_FILTER,GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_WRAP_S,GL_CLAMP);
glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_WRAP_T,GL_CLAMP);
// Rebuild and upload both of them
RebuildTerrainTexture();
RebuildLOSTexture();
}
void CMiniMap::RebuildTerrainTexture()
{
u32 x = 0;
u32 y = 0;
u32 w = m_MapSize - 1;
u32 h = m_MapSize - 1;
float waterHeight = g_Renderer.GetWaterManager()->m_WaterHeight;
for(u32 j = 0; j < h; j++)
{
u32 *dataPtr = m_TerrainData + ((y + j) * (m_MapSize - 1)) + x;
for(u32 i = 0; i < w; i++)
{
float avgHeight = ( m_Terrain->GetVertexGroundLevel((int)i, (int)j)
+ m_Terrain->GetVertexGroundLevel((int)i+1, (int)j)
+ m_Terrain->GetVertexGroundLevel((int)i, (int)j+1)
+ m_Terrain->GetVertexGroundLevel((int)i+1, (int)j+1)
) / 4.0f;
if(avgHeight < waterHeight)
{
*dataPtr++ = 0xff304080; // TODO: perhaps use the renderer's water color?
}
else
{
int hmap = ((int)m_Terrain->GetHeightMap()[(y + j) * m_MapSize + x + i]) >> 8;
int val = (hmap / 3) + 170;
u32 color = 0xFFFFFFFF;
CMiniPatch *mp = m_Terrain->GetTile(x + i, y + j);
if(mp && mp->Tex1)
{
CTextureEntry *tex = g_TexMan.FindTexture(mp->Tex1);
if(tex)
color = tex->GetBaseColor();
}
*dataPtr++ = ScaleColor(color, float(val) / 255.0f);
}
}
}
// Upload the texture
g_Renderer.BindTexture(0, m_TerrainTexture);
glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, m_MapSize - 1, m_MapSize - 1, GL_BGRA_EXT, GL_UNSIGNED_BYTE, m_TerrainData);
}
void CMiniMap::RebuildLOSTexture()
{
PROFILE_START("rebuild minimap: los");
ssize_t x = 0;
ssize_t y = 0;
ssize_t w = m_MapSize - 1;
ssize_t h = m_MapSize - 1;
if (g_UseSimulation2)
{
memset(m_LOSData, 0, w*h);
}
else
{
CLOSManager* losMgr = g_Game->GetWorld()->GetLOSManager();
CPlayer* player = g_Game->GetLocalPlayer();
for(ssize_t j = 0; j < h; j++)
{
u8 *dataPtr = m_LOSData + ((y + j) * (m_MapSize - 1)) + x;
for(ssize_t i = 0; i < w; i++)
{
ELOSStatus status = losMgr->GetStatus(i, j, player);
if(status == LOS_UNEXPLORED)
*dataPtr++ = 0xff;
else if(status == LOS_EXPLORED)
*dataPtr++ = (u8) (0xff * 0.3f);
else
*dataPtr++ = 0;
}
}
}
// Upload the texture
g_Renderer.BindTexture(0, m_LOSTexture);
glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, m_MapSize - 1, m_MapSize - 1, GL_ALPHA, GL_UNSIGNED_BYTE, m_LOSData);
PROFILE_END("rebuild minimap: los");
}
void CMiniMap::Destroy()
{
if(m_TerrainTexture)
glDeleteTextures(1, &m_TerrainTexture);
if(m_LOSTexture)
glDeleteTextures(1, &m_LOSTexture);
delete[] m_TerrainData; m_TerrainData = 0;
delete[] m_LOSData; m_LOSData = 0;
}
CVector2D CMiniMap::GetMapSpaceCoords(CVector3D worldPos)
{
float x = rintf(worldPos.X / CELL_SIZE);
float y = rintf(worldPos.Z / CELL_SIZE);
// Entity's Z coordinate is really its longitudinal coordinate on the terrain
// Calculate map space scale
return CVector2D(x * m_scaleX, y * m_scaleY);
}