forked from 0ad/0ad
Ykkrosh
49e2ecea63
Done with: ag -ls 'LOG(MESSAGE|MESSAGERENDER|WARNING|ERROR)' source | xargs sed -i 's/LOG\(MESSAGE\|MESSAGERENDER\|WARNING\|ERROR\)(L/LOG\1(/g' This was SVN commit r16183.
771 lines
23 KiB
C++
771 lines
23 KiB
C++
/* Copyright (C) 2014 Wildfire Games.
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* This file is part of 0 A.D.
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*
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* 0 A.D. is free software: you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation, either version 2 of the License, or
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* (at your option) any later version.
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*
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* 0 A.D. is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with 0 A.D. If not, see <http://www.gnu.org/licenses/>.
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*/
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#include "precompiled.h"
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#include "simulation2/system/Component.h"
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#include "ICmpVisual.h"
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#include "simulation2/MessageTypes.h"
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#include "ICmpFootprint.h"
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#include "ICmpUnitRenderer.h"
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#include "ICmpOwnership.h"
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#include "ICmpPosition.h"
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#include "ICmpTemplateManager.h"
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#include "ICmpTerrain.h"
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#include "ICmpUnitMotion.h"
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#include "ICmpValueModificationManager.h"
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#include "ICmpVisibility.h"
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#include "graphics/Decal.h"
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#include "graphics/Frustum.h"
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#include "graphics/Model.h"
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#include "graphics/ObjectBase.h"
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#include "graphics/ObjectEntry.h"
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#include "graphics/Unit.h"
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#include "graphics/UnitAnimation.h"
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#include "graphics/UnitManager.h"
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#include "maths/BoundingSphere.h"
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#include "maths/Matrix3D.h"
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#include "maths/Vector3D.h"
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#include "ps/CLogger.h"
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#include "ps/GameSetup/Config.h"
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#include "renderer/Scene.h"
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class CCmpVisualActor : public ICmpVisual
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{
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public:
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static void ClassInit(CComponentManager& componentManager)
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{
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componentManager.SubscribeToMessageType(MT_Update_Final);
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componentManager.SubscribeToMessageType(MT_InterpolatedPositionChanged);
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componentManager.SubscribeToMessageType(MT_OwnershipChanged);
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componentManager.SubscribeToMessageType(MT_ValueModification);
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componentManager.SubscribeToMessageType(MT_TerrainChanged);
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componentManager.SubscribeToMessageType(MT_Destroy);
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}
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DEFAULT_COMPONENT_ALLOCATOR(VisualActor)
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private:
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std::wstring m_BaseActorName, m_ActorName;
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bool m_IsFoundationActor;
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CUnit* m_Unit;
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fixed m_R, m_G, m_B; // shading colour
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std::map<std::string, std::string> m_AnimOverride;
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// Current animation state
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fixed m_AnimRunThreshold; // if non-zero this is the special walk/run mode
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std::string m_AnimName;
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bool m_AnimOnce;
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fixed m_AnimSpeed;
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std::wstring m_SoundGroup;
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fixed m_AnimDesync;
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fixed m_AnimSyncRepeatTime; // 0.0 if not synced
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u32 m_Seed; // seed used for random variations
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bool m_ConstructionPreview;
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bool m_VisibleInAtlasOnly;
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bool m_IsActorOnly; // an in-world entity should not have this or it might not be rendered.
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ICmpUnitRenderer::tag_t m_ModelTag;
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public:
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static std::string GetSchema()
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{
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return
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"<a:help>Display the unit using the engine's actor system.</a:help>"
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"<a:example>"
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"<Actor>units/hellenes/infantry_spearman_b.xml</Actor>"
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"</a:example>"
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"<a:example>"
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"<Actor>structures/hellenes/barracks.xml</Actor>"
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"<FoundationActor>structures/fndn_4x4.xml</FoundationActor>"
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"</a:example>"
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"<element name='Actor' a:help='Filename of the actor to be used for this unit'>"
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"<text/>"
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"</element>"
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"<optional>"
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"<element name='FoundationActor' a:help='Filename of the actor to be used the foundation while this unit is being constructed'>"
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"<text/>"
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"</element>"
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"</optional>"
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"<optional>"
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"<element name='Foundation' a:help='Used internally; if present, the unit will be rendered as a foundation'>"
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"<empty/>"
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"</element>"
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"</optional>"
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"<optional>"
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"<element name='ConstructionPreview' a:help='If present, the unit should have a construction preview'>"
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"<empty/>"
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"</element>"
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"</optional>"
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"<optional>"
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"<element name='DisableShadows' a:help='Used internally; if present, shadows will be disabled'>"
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"<empty/>"
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"</element>"
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"</optional>"
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"<optional>"
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"<element name='ActorOnly' a:help='Used internally; if present, the unit will only be rendered if the user has high enough graphical settings.'>"
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"<empty/>"
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"</element>"
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"</optional>"
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"<element name='SilhouetteDisplay'>"
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"<data type='boolean'/>"
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"</element>"
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"<element name='SilhouetteOccluder'>"
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"<data type='boolean'/>"
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"</element>"
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"<optional>"
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"<element name='SelectionShape'>"
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"<choice>"
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"<element name='Bounds' a:help='Determines the selection box based on the model bounds'>"
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"<empty/>"
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"</element>"
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"<element name='Footprint' a:help='Determines the selection box based on the entity Footprint component'>"
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"<empty/>"
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"</element>"
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"<element name='Box' a:help='Sets the selection shape to a box of specified dimensions'>"
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"<attribute name='width'>"
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"<ref name='positiveDecimal' />"
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"</attribute>"
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"<attribute name='height'>"
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"<ref name='positiveDecimal' />"
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"</attribute>"
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"<attribute name='depth'>"
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"<ref name='positiveDecimal' />"
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"</attribute>"
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"</element>"
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"<element name='Cylinder' a:help='Sets the selection shape to a cylinder of specified dimensions'>"
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"<attribute name='radius'>"
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"<ref name='positiveDecimal' />"
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"</attribute>"
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"<attribute name='height'>"
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"<ref name='positiveDecimal' />"
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"</attribute>"
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"</element>"
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"</choice>"
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"</element>"
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"</optional>"
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"<element name='VisibleInAtlasOnly'>"
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"<data type='boolean'/>"
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"</element>";
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}
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virtual void Init(const CParamNode& paramNode)
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{
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m_Unit = NULL;
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m_R = m_G = m_B = fixed::FromInt(1);
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m_ConstructionPreview = paramNode.GetChild("ConstructionPreview").IsOk();
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m_Seed = GetEntityId();
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m_IsFoundationActor = paramNode.GetChild("Foundation").IsOk() && paramNode.GetChild("FoundationActor").IsOk();
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if (m_IsFoundationActor)
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m_BaseActorName = m_ActorName = paramNode.GetChild("FoundationActor").ToString();
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else
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m_BaseActorName = m_ActorName = paramNode.GetChild("Actor").ToString();
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m_VisibleInAtlasOnly = paramNode.GetChild("VisibleInAtlasOnly").ToBool();
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m_IsActorOnly = paramNode.GetChild("ActorOnly").IsOk();
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InitModel(paramNode);
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// We need to select animation even if graphics are disabled, as this modifies serialized state
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SelectAnimation("idle", false, fixed::FromInt(1), L"");
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}
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virtual void Deinit()
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{
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if (m_Unit)
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{
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GetSimContext().GetUnitManager().DeleteUnit(m_Unit);
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m_Unit = NULL;
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}
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}
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template<typename S>
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void SerializeCommon(S& serialize)
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{
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serialize.NumberFixed_Unbounded("r", m_R);
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serialize.NumberFixed_Unbounded("g", m_G);
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serialize.NumberFixed_Unbounded("b", m_B);
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serialize.NumberFixed_Unbounded("anim run threshold", m_AnimRunThreshold);
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serialize.StringASCII("anim name", m_AnimName, 0, 256);
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serialize.Bool("anim once", m_AnimOnce);
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serialize.NumberFixed_Unbounded("anim speed", m_AnimSpeed);
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serialize.String("sound group", m_SoundGroup, 0, 256);
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serialize.NumberFixed_Unbounded("anim desync", m_AnimDesync);
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serialize.NumberFixed_Unbounded("anim sync repeat time", m_AnimSyncRepeatTime);
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serialize.NumberU32_Unbounded("seed", m_Seed);
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// TODO: variation/selection strings
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serialize.String("actor", m_ActorName, 0, 256);
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// TODO: store actor variables?
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}
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virtual void Serialize(ISerializer& serialize)
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{
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// TODO: store the actor name, if !debug and it differs from the template
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if (serialize.IsDebug())
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{
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serialize.String("base actor", m_BaseActorName, 0, 256);
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}
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SerializeCommon(serialize);
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}
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virtual void Deserialize(const CParamNode& paramNode, IDeserializer& deserialize)
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{
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Init(paramNode);
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u32 oldSeed = GetActorSeed();
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SerializeCommon(deserialize);
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// If we serialized a different seed or different actor, reload actor
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if (oldSeed != GetActorSeed() || m_BaseActorName != m_ActorName)
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ReloadActor();
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fixed repeattime = m_AnimSyncRepeatTime; // save because SelectAnimation overwrites it
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if (m_AnimRunThreshold.IsZero())
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SelectAnimation(m_AnimName, m_AnimOnce, m_AnimSpeed, m_SoundGroup);
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else
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SelectMovementAnimation(m_AnimRunThreshold);
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SetAnimationSyncRepeat(repeattime);
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if (m_Unit)
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{
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CmpPtr<ICmpOwnership> cmpOwnership(GetEntityHandle());
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if (cmpOwnership)
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m_Unit->GetModel().SetPlayerID(cmpOwnership->GetOwner());
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}
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}
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virtual void HandleMessage(const CMessage& msg, bool UNUSED(global))
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{
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// Quick exit for running in non-graphical mode
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if (m_Unit == NULL)
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return;
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switch (msg.GetType())
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{
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case MT_Update_Final:
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{
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const CMessageUpdate_Final& msgData = static_cast<const CMessageUpdate_Final&> (msg);
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Update(msgData.turnLength);
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break;
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}
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case MT_OwnershipChanged:
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{
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const CMessageOwnershipChanged& msgData = static_cast<const CMessageOwnershipChanged&> (msg);
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m_Unit->GetModel().SetPlayerID(msgData.to);
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break;
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}
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case MT_TerrainChanged:
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{
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const CMessageTerrainChanged& msgData = static_cast<const CMessageTerrainChanged&> (msg);
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m_Unit->GetModel().SetTerrainDirty(msgData.i0, msgData.j0, msgData.i1, msgData.j1);
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break;
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}
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case MT_ValueModification:
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{
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const CMessageValueModification& msgData = static_cast<const CMessageValueModification&> (msg);
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if (msgData.component != L"VisualActor")
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break;
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CmpPtr<ICmpValueModificationManager> cmpValueModificationManager(GetSystemEntity());
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std::wstring newActorName;
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if (m_IsFoundationActor)
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newActorName = cmpValueModificationManager->ApplyModifications(L"VisualActor/FoundationActor", m_BaseActorName, GetEntityId());
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else
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newActorName = cmpValueModificationManager->ApplyModifications(L"VisualActor/Actor", m_BaseActorName, GetEntityId());
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if (newActorName != m_ActorName)
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{
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m_ActorName = newActorName;
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ReloadActor();
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}
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break;
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}
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case MT_InterpolatedPositionChanged:
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{
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const CMessageInterpolatedPositionChanged& msgData = static_cast<const CMessageInterpolatedPositionChanged&> (msg);
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if (m_ModelTag.valid())
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{
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CmpPtr<ICmpUnitRenderer> cmpModelRenderer(GetSystemEntity());
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cmpModelRenderer->UpdateUnitPos(m_ModelTag, msgData.inWorld, msgData.pos0, msgData.pos1);
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}
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break;
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}
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case MT_Destroy:
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{
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if (m_ModelTag.valid())
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{
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CmpPtr<ICmpUnitRenderer> cmpModelRenderer(GetSystemEntity());
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cmpModelRenderer->RemoveUnit(m_ModelTag);
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m_ModelTag = ICmpUnitRenderer::tag_t();
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}
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break;
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}
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}
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}
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virtual CBoundingBoxAligned GetBounds()
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{
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if (!m_Unit)
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return CBoundingBoxAligned::EMPTY;
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return m_Unit->GetModel().GetWorldBounds();
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}
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virtual CUnit* GetUnit()
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{
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return m_Unit;
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}
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virtual CBoundingBoxOriented GetSelectionBox()
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{
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if (!m_Unit)
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return CBoundingBoxOriented::EMPTY;
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return m_Unit->GetModel().GetSelectionBox();
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}
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virtual CVector3D GetPosition()
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{
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if (!m_Unit)
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return CVector3D(0, 0, 0);
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return m_Unit->GetModel().GetTransform().GetTranslation();
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}
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virtual std::wstring GetActorShortName()
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{
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if (!m_Unit)
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return L"";
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return m_Unit->GetObject().m_Base->m_ShortName;
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}
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virtual std::wstring GetProjectileActor()
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{
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if (!m_Unit)
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return L"";
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return m_Unit->GetObject().m_ProjectileModelName;
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}
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virtual CVector3D GetProjectileLaunchPoint()
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{
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if (!m_Unit)
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return CVector3D();
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if (m_Unit->GetModel().ToCModel())
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{
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// Ensure the prop transforms are correct
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CmpPtr<ICmpUnitRenderer> cmpUnitRenderer(GetSystemEntity());
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CmpPtr<ICmpPosition> cmpPosition(GetEntityHandle());
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if (cmpUnitRenderer && cmpPosition)
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{
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float frameOffset = cmpUnitRenderer->GetFrameOffset();
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CMatrix3D transform(cmpPosition->GetInterpolatedTransform(frameOffset));
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m_Unit->GetModel().SetTransform(transform);
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m_Unit->GetModel().ValidatePosition();
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}
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CModelAbstract* ammo = m_Unit->GetModel().ToCModel()->FindFirstAmmoProp();
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if (ammo)
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return ammo->GetTransform().GetTranslation();
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}
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return CVector3D();
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}
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virtual void SelectAnimation(std::string name, bool once, fixed speed, std::wstring soundgroup)
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{
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m_AnimRunThreshold = fixed::Zero();
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m_AnimName = name;
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m_AnimOnce = once;
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m_AnimSpeed = speed;
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m_SoundGroup = soundgroup;
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m_AnimDesync = fixed::FromInt(1)/20; // TODO: make this an argument
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m_AnimSyncRepeatTime = fixed::Zero();
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if (m_Unit)
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{
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m_Unit->SetEntitySelection(m_AnimName);
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if (m_Unit->GetAnimation())
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m_Unit->GetAnimation()->SetAnimationState(m_AnimName, m_AnimOnce, m_AnimSpeed.ToFloat(), m_AnimDesync.ToFloat(), m_SoundGroup.c_str());
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}
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}
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virtual void ReplaceMoveAnimation(std::string name, std::string replace)
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{
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m_AnimOverride[name] = replace;
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}
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virtual void ResetMoveAnimation(std::string name)
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{
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std::map<std::string, std::string>::const_iterator it = m_AnimOverride.find(name);
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if (it != m_AnimOverride.end())
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m_AnimOverride.erase(name);
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}
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virtual void SetUnitEntitySelection(const CStr& selection)
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{
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if (m_Unit)
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{
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m_Unit->SetEntitySelection(selection);
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}
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}
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virtual void SelectMovementAnimation(fixed runThreshold)
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{
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m_AnimRunThreshold = runThreshold;
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if (m_Unit)
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{
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m_Unit->SetEntitySelection("walk");
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if (m_Unit->GetAnimation())
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m_Unit->GetAnimation()->SetAnimationState("walk", false, 1.f, 0.f, L"");
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}
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}
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virtual void SetAnimationSyncRepeat(fixed repeattime)
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{
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m_AnimSyncRepeatTime = repeattime;
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if (m_Unit)
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{
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if (m_Unit->GetAnimation())
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m_Unit->GetAnimation()->SetAnimationSyncRepeat(m_AnimSyncRepeatTime.ToFloat());
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}
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}
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virtual void SetAnimationSyncOffset(fixed actiontime)
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{
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if (m_Unit)
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{
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if (m_Unit->GetAnimation())
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m_Unit->GetAnimation()->SetAnimationSyncOffset(actiontime.ToFloat());
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}
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}
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virtual void SetShadingColour(fixed r, fixed g, fixed b, fixed a)
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{
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m_R = r;
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m_G = g;
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m_B = b;
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UNUSED2(a); // TODO: why is this even an argument?
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if (m_Unit)
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{
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CModelAbstract& model = m_Unit->GetModel();
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model.SetShadingColor(CColor(m_R.ToFloat(), m_G.ToFloat(), m_B.ToFloat(), 1.0f));
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}
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}
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virtual void SetVariable(std::string name, float value)
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{
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if (m_Unit)
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{
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m_Unit->GetModel().SetEntityVariable(name, value);
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}
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}
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virtual u32 GetActorSeed()
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{
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return m_Seed;
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}
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virtual void SetActorSeed(u32 seed)
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{
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if (seed == m_Seed)
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return;
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m_Seed = seed;
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ReloadActor();
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}
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virtual bool HasConstructionPreview()
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{
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return m_ConstructionPreview;
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}
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virtual void Hotload(const VfsPath& name)
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{
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if (!m_Unit)
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return;
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if (name != m_ActorName)
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return;
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ReloadActor();
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}
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private:
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/// Helper function shared by component init and actor reloading
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void InitModel(const CParamNode& paramNode);
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/// Helper method; initializes the model selection shape descriptor from XML. Factored out for readability of @ref Init.
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void InitSelectionShapeDescriptor(const CParamNode& paramNode);
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void ReloadActor();
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void Update(fixed turnLength);
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};
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REGISTER_COMPONENT_TYPE(VisualActor)
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// ------------------------------------------------------------------------------------------------------------------
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void CCmpVisualActor::InitModel(const CParamNode& paramNode)
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{
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if (!GetSimContext().HasUnitManager())
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return;
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std::set<CStr> selections;
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std::wstring actorName = m_ActorName;
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if (actorName.find(L".xml") == std::wstring::npos)
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actorName += L".xml";
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m_Unit = GetSimContext().GetUnitManager().CreateUnit(actorName, GetActorSeed(), selections);
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if (!m_Unit)
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return;
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CModelAbstract& model = m_Unit->GetModel();
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if (model.ToCModel())
|
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{
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u32 modelFlags = 0;
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if (paramNode.GetChild("SilhouetteDisplay").ToBool())
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modelFlags |= MODELFLAG_SILHOUETTE_DISPLAY;
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if (paramNode.GetChild("SilhouetteOccluder").ToBool())
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modelFlags |= MODELFLAG_SILHOUETTE_OCCLUDER;
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CmpPtr<ICmpVisibility> cmpVisibility(GetEntityHandle());
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if (cmpVisibility && cmpVisibility->GetAlwaysVisible())
|
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modelFlags |= MODELFLAG_IGNORE_LOS;
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model.ToCModel()->AddFlagsRec(modelFlags);
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}
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if (paramNode.GetChild("DisableShadows").IsOk())
|
|
{
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if (model.ToCModel())
|
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model.ToCModel()->RemoveShadowsRec();
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else if (model.ToCModelDecal())
|
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model.ToCModelDecal()->RemoveShadows();
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}
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// Initialize the model's selection shape descriptor. This currently relies on the component initialization order; the
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// Footprint component must be initialized before this component (VisualActor) to support the ability to use the footprint
|
|
// shape for the selection box (instead of the default recursive bounding box). See TypeList.h for the order in
|
|
// which components are initialized; if for whatever reason you need to get rid of this dependency, you can always just
|
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// initialize the selection shape descriptor on-demand.
|
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InitSelectionShapeDescriptor(paramNode);
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|
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m_Unit->SetID(GetEntityId());
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|
|
bool floating = m_Unit->GetObject().m_Base->m_Properties.m_FloatOnWater;
|
|
CmpPtr<ICmpPosition> cmpPosition(GetEntityHandle());
|
|
if (cmpPosition)
|
|
cmpPosition->SetActorFloating(floating);
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|
|
|
if (!m_ModelTag.valid())
|
|
{
|
|
CmpPtr<ICmpUnitRenderer> cmpModelRenderer(GetSystemEntity());
|
|
if (cmpModelRenderer)
|
|
{
|
|
// TODO: this should account for all possible props, animations, etc,
|
|
// else we might accidentally cull the unit when it should be visible
|
|
CBoundingBoxAligned bounds = m_Unit->GetModel().GetWorldBoundsRec();
|
|
CBoundingSphere boundSphere = CBoundingSphere::FromSweptBox(bounds);
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|
|
|
int flags = 0;
|
|
if (m_IsActorOnly)
|
|
flags |= ICmpUnitRenderer::ACTOR_ONLY;
|
|
if (m_VisibleInAtlasOnly)
|
|
flags |= ICmpUnitRenderer::VISIBLE_IN_ATLAS_ONLY;
|
|
|
|
m_ModelTag = cmpModelRenderer->AddUnit(GetEntityHandle(), m_Unit, boundSphere, flags);
|
|
}
|
|
}
|
|
}
|
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|
|
void CCmpVisualActor::InitSelectionShapeDescriptor(const CParamNode& paramNode)
|
|
{
|
|
// by default, we don't need a custom selection shape and we can just keep the default behaviour
|
|
CModelAbstract::CustomSelectionShape* shapeDescriptor = NULL;
|
|
|
|
const CParamNode& shapeNode = paramNode.GetChild("SelectionShape");
|
|
if (shapeNode.IsOk())
|
|
{
|
|
if (shapeNode.GetChild("Bounds").IsOk())
|
|
{
|
|
// default; no need to take action
|
|
}
|
|
else if (shapeNode.GetChild("Footprint").IsOk())
|
|
{
|
|
CmpPtr<ICmpFootprint> cmpFootprint(GetEntityHandle());
|
|
if (cmpFootprint)
|
|
{
|
|
ICmpFootprint::EShape fpShape; // fp stands for "footprint"
|
|
entity_pos_t fpSize0, fpSize1, fpHeight; // fp stands for "footprint"
|
|
cmpFootprint->GetShape(fpShape, fpSize0, fpSize1, fpHeight);
|
|
|
|
float size0 = fpSize0.ToFloat();
|
|
float size1 = fpSize1.ToFloat();
|
|
|
|
// TODO: we should properly distinguish between CIRCLE and SQUARE footprint shapes here, but since cylinders
|
|
// aren't implemented yet and are almost indistinguishable from boxes for small enough sizes anyway,
|
|
// we'll just use boxes for either case. However, for circular footprints the size0 and size1 values both
|
|
// represent the radius, so we do have to adjust them to match the size1 and size0's of square footprints
|
|
// (which represent the full width and depth).
|
|
if (fpShape == ICmpFootprint::CIRCLE)
|
|
{
|
|
size0 *= 2;
|
|
size1 *= 2;
|
|
}
|
|
|
|
shapeDescriptor = new CModelAbstract::CustomSelectionShape;
|
|
shapeDescriptor->m_Type = CModelAbstract::CustomSelectionShape::BOX;
|
|
shapeDescriptor->m_Size0 = size0;
|
|
shapeDescriptor->m_Size1 = size1;
|
|
shapeDescriptor->m_Height = fpHeight.ToFloat();
|
|
}
|
|
else
|
|
{
|
|
LOGERROR("[VisualActor] Cannot apply footprint-based SelectionShape; Footprint component not initialized.");
|
|
}
|
|
}
|
|
else if (shapeNode.GetChild("Box").IsOk())
|
|
{
|
|
// TODO: we might need to support the ability to specify a different box center in the future
|
|
shapeDescriptor = new CModelAbstract::CustomSelectionShape;
|
|
shapeDescriptor->m_Type = CModelAbstract::CustomSelectionShape::BOX;
|
|
shapeDescriptor->m_Size0 = shapeNode.GetChild("Box").GetChild("@width").ToFixed().ToFloat();
|
|
shapeDescriptor->m_Size1 = shapeNode.GetChild("Box").GetChild("@depth").ToFixed().ToFloat();
|
|
shapeDescriptor->m_Height = shapeNode.GetChild("Box").GetChild("@height").ToFixed().ToFloat();
|
|
}
|
|
else if (shapeNode.GetChild("Cylinder").IsOk())
|
|
{
|
|
LOGWARNING("[VisualActor] TODO: Cylinder selection shapes are not yet implemented; defaulting to recursive bounding boxes");
|
|
}
|
|
else
|
|
{
|
|
// shouldn't happen by virtue of validation against schema
|
|
LOGERROR("[VisualActor] No selection shape specified");
|
|
}
|
|
}
|
|
|
|
ENSURE(m_Unit);
|
|
// the model is now responsible for cleaning up the descriptor
|
|
m_Unit->GetModel().SetCustomSelectionShape(shapeDescriptor);
|
|
}
|
|
|
|
void CCmpVisualActor::ReloadActor()
|
|
{
|
|
if (!m_Unit)
|
|
return;
|
|
|
|
// Save some data from the old unit
|
|
CColor shading = m_Unit->GetModel().GetShadingColor();
|
|
player_id_t playerID = m_Unit->GetModel().GetPlayerID();
|
|
|
|
// Replace with the new unit
|
|
GetSimContext().GetUnitManager().DeleteUnit(m_Unit);
|
|
|
|
// HACK: selection shape needs template data, but rather than storing all that data
|
|
// in the component, we load the template here and pass it into a helper function
|
|
CmpPtr<ICmpTemplateManager> cmpTemplateManager(GetSystemEntity());
|
|
const CParamNode* node = cmpTemplateManager->LoadLatestTemplate(GetEntityId());
|
|
ENSURE(node && node->GetChild("VisualActor").IsOk());
|
|
|
|
InitModel(node->GetChild("VisualActor"));
|
|
|
|
m_Unit->SetEntitySelection(m_AnimName);
|
|
if (m_Unit->GetAnimation())
|
|
m_Unit->GetAnimation()->SetAnimationState(m_AnimName, m_AnimOnce, m_AnimSpeed.ToFloat(), m_AnimDesync.ToFloat(), m_SoundGroup.c_str());
|
|
|
|
// We'll lose the exact synchronisation but we should at least make sure it's going at the correct rate
|
|
if (!m_AnimSyncRepeatTime.IsZero())
|
|
if (m_Unit->GetAnimation())
|
|
m_Unit->GetAnimation()->SetAnimationSyncRepeat(m_AnimSyncRepeatTime.ToFloat());
|
|
|
|
m_Unit->GetModel().SetShadingColor(shading);
|
|
|
|
m_Unit->GetModel().SetPlayerID(playerID);
|
|
|
|
if (m_ModelTag.valid())
|
|
{
|
|
CmpPtr<ICmpUnitRenderer> cmpModelRenderer(GetSystemEntity());
|
|
CBoundingBoxAligned bounds = m_Unit->GetModel().GetWorldBoundsRec();
|
|
CBoundingSphere boundSphere = CBoundingSphere::FromSweptBox(bounds);
|
|
cmpModelRenderer->UpdateUnit(m_ModelTag, m_Unit, boundSphere);
|
|
}
|
|
}
|
|
|
|
void CCmpVisualActor::Update(fixed UNUSED(turnLength))
|
|
{
|
|
if (m_Unit == NULL)
|
|
return;
|
|
|
|
// If we're in the special movement mode, select an appropriate animation
|
|
if (!m_AnimRunThreshold.IsZero())
|
|
{
|
|
CmpPtr<ICmpPosition> cmpPosition(GetEntityHandle());
|
|
if (!cmpPosition || !cmpPosition->IsInWorld())
|
|
return;
|
|
|
|
CmpPtr<ICmpUnitMotion> cmpUnitMotion(GetEntityHandle());
|
|
if (!cmpUnitMotion)
|
|
return;
|
|
|
|
float speed = cmpUnitMotion->GetCurrentSpeed().ToFloat();
|
|
|
|
std::string name;
|
|
if (speed == 0.0f)
|
|
name = "idle";
|
|
else
|
|
name = (speed < m_AnimRunThreshold.ToFloat()) ? "walk" : "run";
|
|
|
|
std::map<std::string, std::string>::const_iterator it = m_AnimOverride.find(name);
|
|
if (it != m_AnimOverride.end())
|
|
name = it->second;
|
|
|
|
m_Unit->SetEntitySelection(name);
|
|
if (speed == 0.0f)
|
|
{
|
|
m_Unit->SetEntitySelection(name);
|
|
if (m_Unit->GetAnimation())
|
|
m_Unit->GetAnimation()->SetAnimationState(name, false, 1.f, 0.f, L"");
|
|
}
|
|
else
|
|
{
|
|
m_Unit->SetEntitySelection(name);
|
|
if (m_Unit->GetAnimation())
|
|
m_Unit->GetAnimation()->SetAnimationState(name, false, speed, 0.f, L"");
|
|
}
|
|
}
|
|
}
|