/* Copyright (C) 2015 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 .
*/
#include "precompiled.h"
#include "ICmpRallyPointRenderer.h"
#include "simulation2/MessageTypes.h"
#include "simulation2/components/ICmpFootprint.h"
#include "simulation2/components/ICmpObstructionManager.h"
#include "simulation2/components/ICmpOwnership.h"
#include "simulation2/components/ICmpPathfinder.h"
#include "simulation2/components/ICmpPlayer.h"
#include "simulation2/components/ICmpPlayerManager.h"
#include "simulation2/components/ICmpPosition.h"
#include "simulation2/components/ICmpRangeManager.h"
#include "simulation2/components/ICmpTerrain.h"
#include "simulation2/components/ICmpVisual.h"
#include "simulation2/components/ICmpWaterManager.h"
#include "simulation2/helpers/Render.h"
#include "simulation2/helpers/Geometry.h"
#include "simulation2/system/Component.h"
#include "ps/CLogger.h"
#include "graphics/Overlay.h"
#include "graphics/TextureManager.h"
#include "renderer/Renderer.h"
struct SVisibilitySegment
{
bool m_Visible;
size_t m_StartIndex;
size_t m_EndIndex; // inclusive
SVisibilitySegment(bool visible, size_t startIndex, size_t endIndex)
: m_Visible(visible), m_StartIndex(startIndex), m_EndIndex(endIndex)
{}
bool operator==(const SVisibilitySegment& other) const
{
return (m_Visible == other.m_Visible && m_StartIndex == other.m_StartIndex && m_EndIndex == other.m_EndIndex);
}
bool operator!=(const SVisibilitySegment& other) const
{
return !(*this == other);
}
bool IsSinglePoint()
{
return (m_StartIndex == m_EndIndex);
}
};
class CCmpRallyPointRenderer : public ICmpRallyPointRenderer
{
// import some types for less verbosity
typedef WaypointPath Path;
typedef PathGoal Goal;
typedef ICmpRangeManager::CLosQuerier CLosQuerier;
typedef SOverlayTexturedLine::LineCapType LineCapType;
public:
static void ClassInit(CComponentManager& componentManager)
{
componentManager.SubscribeToMessageType(MT_OwnershipChanged);
componentManager.SubscribeToMessageType(MT_TurnStart);
componentManager.SubscribeToMessageType(MT_Destroy);
componentManager.SubscribeToMessageType(MT_PositionChanged);
}
DEFAULT_COMPONENT_ALLOCATOR(RallyPointRenderer)
protected:
/// Display position of the rally points. Note that this are merely the display positions; they not necessarily the same as the
/// actual positions used in the simulation at any given time. In particular, we need this separate copy to support
/// instantaneously rendering the rally point markers/lines when the user sets one in-game (instead of waiting until the
/// network-synchronization code sets it on the RallyPoint component, which might take up to half a second).
std::vector m_RallyPoints;
/// Full path to the rally points as returned by the pathfinder, with some post-processing applied to reduce zig/zagging.
std::vector > m_Path;
/// Visibility segments of the rally point paths; splits the path into SoD/non-SoD segments.
std::deque > m_VisibilitySegments;
bool m_Displayed; ///< Should we render the rally points and the path lines? (set from JS when e.g. the unit is selected/deselected)
bool m_SmoothPath; ///< Smooth the path before rendering?
std::vector m_MarkerEntityIds; ///< Entity IDs of the rally point markers.
size_t m_LastMarkerCount;
player_id_t m_LastOwner; ///< Last seen owner of this entity (used to keep track of ownership changes).
std::wstring m_MarkerTemplate; ///< Template name of the rally point markers.
/// Marker connector line settings (loaded from XML)
float m_LineThickness;
CColor m_LineColor;
CColor m_LineDashColor;
LineCapType m_LineStartCapType;
LineCapType m_LineEndCapType;
std::wstring m_LineTexturePath;
std::wstring m_LineTextureMaskPath;
std::string m_LinePassabilityClass; ///< Pathfinder passability class to use for computing the (long-range) marker line path.
CTexturePtr m_Texture;
CTexturePtr m_TextureMask;
/// Textured overlay lines to be used for rendering the marker line. There can be multiple because we may need to render
/// dashes for segments that are inside the SoD.
std::vector > m_TexturedOverlayLines;
/// Draw little overlay circles to indicate where the exact path points are?
bool m_EnableDebugNodeOverlay;
std::vector > m_DebugNodeOverlays;
public:
static std::string GetSchema()
{
return
"Displays a rally point marker where created units will gather when spawned"
""
"special/rallypoint"
"0.75"
"round"
"square"
""
""
"default"
""
""
""
""
""
""
""
""
""
""
""
""
""
""
""
"0255"
""
""
"0255"
""
""
"0255"
""
""
""
""
"0255"
""
""
"0255"
""
""
"0255"
""
""
""
""
"flat"
"round"
"sharp"
"square"
""
""
""
""
"flat"
"round"
"sharp"
"square"
""
""
""
""
"";
}
virtual void Init(const CParamNode& paramNode);
virtual void Deinit()
{
}
virtual void Serialize(ISerializer& UNUSED(serialize))
{
// do NOT serialize anything; this is a rendering-only component, it does not and should not affect simulation state
}
virtual void Deserialize(const CParamNode& paramNode, IDeserializer& UNUSED(deserialize))
{
Init(paramNode);
}
virtual void HandleMessage(const CMessage& msg, bool UNUSED(global))
{
switch (msg.GetType())
{
case MT_RenderSubmit:
{
PROFILE3("RallyPoint::RenderSubmit");
if (m_Displayed && IsSet())
{
const CMessageRenderSubmit& msgData = static_cast (msg);
RenderSubmit(msgData.collector);
}
}
break;
case MT_OwnershipChanged:
{
UpdateMarkers(); // update marker variation to new player's civilization
}
break;
case MT_TurnStart:
{
UpdateOverlayLines(); // check for changes to the SoD and update the overlay lines accordingly
}
break;
case MT_Destroy:
{
for (std::vector::iterator it = m_MarkerEntityIds.begin(); it < m_MarkerEntityIds.end(); ++it)
{
if (*it != INVALID_ENTITY)
{
GetSimContext().GetComponentManager().DestroyComponentsSoon(*it);
*it = INVALID_ENTITY;
}
}
}
break;
case MT_PositionChanged:
{
// Unlikely to happen in-game, but can occur in atlas
// Just recompute the path from the entity to the first rally point
RecomputeRallyPointPath_wrapper(0);
}
break;
}
}
/*
* Must be called whenever m_Displayed or the size of m_RallyPoints change,
* to determine whether we need to respond to render messages.
*/
void UpdateMessageSubscriptions()
{
bool needRender = m_Displayed && IsSet();
GetSimContext().GetComponentManager().DynamicSubscriptionNonsync(MT_RenderSubmit, this, needRender);
}
virtual void AddPosition_wrapper(CFixedVector2D pos)
{
AddPosition(pos, false);
}
virtual void SetPosition(CFixedVector2D pos)
{
if (!(m_RallyPoints.size() == 1 && m_RallyPoints.front() == pos))
{
m_RallyPoints.clear();
AddPosition(pos, true);
// Don't need to UpdateMessageSubscriptions here since AddPosition already calls it
}
}
virtual void UpdatePosition(u32 rallyPointId, CFixedVector2D pos)
{
if (rallyPointId >= m_RallyPoints.size())
return;
m_RallyPoints[rallyPointId] = pos;
UpdateMarkers();
// Compute a new path for the current, and if existing the next rally point
RecomputeRallyPointPath_wrapper(rallyPointId);
if (rallyPointId+1 < m_RallyPoints.size())
RecomputeRallyPointPath_wrapper(rallyPointId+1);
}
virtual void SetDisplayed(bool displayed)
{
if (m_Displayed != displayed)
{
m_Displayed = displayed;
// move the markers out of oblivion and back into the real world, or vice-versa
UpdateMarkers();
// Check for changes to the SoD and update the overlay lines accordingly. We need to do this here because this method
// only takes effect when the display flag is active; we need to pick up changes to the SoD that might have occurred
// while this rally point was not being displayed.
UpdateOverlayLines();
UpdateMessageSubscriptions();
}
}
virtual void Reset()
{
m_RallyPoints.clear();
RecomputeAllRallyPointPaths();
UpdateMessageSubscriptions();
}
/**
* Returns true if at least one display rally point is set; i.e., if we have a point to render our marker/line at.
*/
bool IsSet()
{
return !m_RallyPoints.empty();
}
private:
/**
* Helper function for AddPosition_wrapper and SetPosition.
*/
void AddPosition(CFixedVector2D pos, bool recompute)
{
m_RallyPoints.push_back(pos);
UpdateMarkers();
if (recompute)
RecomputeAllRallyPointPaths();
else
RecomputeRallyPointPath_wrapper(m_RallyPoints.size()-1);
UpdateMessageSubscriptions();
}
/**
* Repositions the rally point markers; moves them outside of the world (ie. hides them), or positions them at the currently
* set rally points. Also updates the actor's variation according to the entity's current owning player's civilization.
*
* Should be called whenever either the position of a rally point changes (including whether it is set or not), or the display
* flag changes, or the ownership of the entity changes.
*/
void UpdateMarkers();
/**
* Recomputes all the full paths from this entity to the rally point and from the rally point to the next, and does all the necessary
* post-processing to make them prettier.
*
* Should be called whenever all rally points' position changes.
*/
void RecomputeAllRallyPointPaths();
/**
* Recomputes the full path for m_Path[ @p index], and does all the necessary post-processing to make it prettier.
*
* Should be called whenever either the starting position or the rally point's position changes.
*/
void RecomputeRallyPointPath_wrapper(size_t index);
/**
* Recomputes the full path from this entity/the previous rally point to the next rally point, and does all the necessary
* post-processing to make it prettier. This doesn't check if we have a valid position or if a rally point is set.
*
* You shouldn't need to call this method directly.
*/
void RecomputeRallyPointPath(size_t index, CmpPtr& cmpPosition, CmpPtr& cmpFootprint, CmpPtr cmpPathfinder);
/**
* Checks for changes to the SoD to the previously saved state, and reconstructs the visibility segments and overlay lines to
* match if necessary. Does nothing if the rally point lines are not currently set to be displayed, or if no rally point is set.
*/
void UpdateOverlayLines();
/**
* Sets up all overlay lines for rendering according to the current full path and visibility segments. Splits the line into solid
* and dashed pieces (for the SoD). Should be called whenever the SoD has changed. If no full path is currently set, this method
* does nothing.
*/
void ConstructAllOverlayLines();
/**
* Sets up the overlay lines for rendering according to the full path and visibility segments at @p index. Splits the line into
* solid and dashed pieces (for the SoD). Should be called whenever the SoD of the path at @p index has changed.
*/
void ConstructOverlayLines(size_t index);
/**
* Removes points from @p coords that are obstructed by the originating building's footprint, and links up the last point
* nicely to the edge of the building's footprint. Only needed if the pathfinder can possibly return obstructed tile waypoints,
* i.e. when pathfinding is started from an obstructed tile.
*/
void FixFootprintWaypoints(std::vector& coords, CmpPtr cmpPosition, CmpPtr cmpFootprint);
/**
* Get the point on the footprint edge that's as close from "start" as possible.
*/
void GetClosestsEdgePointFrom(CFixedVector2D& result, CFixedVector2D& start, CmpPtr cmpPosition, CmpPtr cmpFootprint);
/**
* Returns a list of indices of waypoints in the current path (m_Path[index]) where the LOS visibility changes, ordered from
* building/previous rally point to rally point. Used to construct the overlay line segments and track changes to the SoD.
*/
void GetVisibilitySegments(std::deque& out, size_t index);
/**
* Simplifies the path by removing waypoints that lie between two points that are visible from one another. This is primarily
* intended to reduce some unnecessary curviness of the path; the pathfinder returns a mathematically (near-)optimal path, which
* will happily curve and bend to reduce costs. Visually, it doesn't make sense for a rally point path to curve and bend when it
* could just as well have gone in a straight line; that's why we have this, to make it look more natural.
*
* @p coords array of path coordinates to simplify
* @p maxSegmentLinks if non-zero, indicates the maximum amount of consecutive node-to-node links that can be joined into a
* single link. If this value is set to e.g. 1, then no reductions will be performed. A value of 3 means that
* at most 3 consecutive node links will be joined into a single link.
* @p floating whether to consider nodes who are under the water level as floating on top of the water
*/
void ReduceSegmentsByVisibility(std::vector& coords, unsigned maxSegmentLinks = 0, bool floating = true);
/**
* Helper function to GetVisibilitySegments, factored out for testing. Merges single-point segments with its neighbouring
* segments. You should not have to call this method directly.
*/
static void MergeVisibilitySegments(std::deque& segments);
void RenderSubmit(SceneCollector& collector);
};
REGISTER_COMPONENT_TYPE(RallyPointRenderer)
void CCmpRallyPointRenderer::Init(const CParamNode& paramNode)
{
m_Displayed = false;
m_SmoothPath = true;
m_LastOwner = INVALID_PLAYER;
m_LastMarkerCount = 0;
m_EnableDebugNodeOverlay = false;
// ---------------------------------------------------------------------------------------------
// load some XML configuration data (schema guarantees that all these nodes are valid)
m_MarkerTemplate = paramNode.GetChild("MarkerTemplate").ToString();
const CParamNode& lineColor = paramNode.GetChild("LineColor");
m_LineColor = CColor(
lineColor.GetChild("@r").ToInt()/255.f,
lineColor.GetChild("@g").ToInt()/255.f,
lineColor.GetChild("@b").ToInt()/255.f,
1.f
);
const CParamNode& lineDashColor = paramNode.GetChild("LineDashColor");
m_LineDashColor = CColor(
lineDashColor.GetChild("@r").ToInt()/255.f,
lineDashColor.GetChild("@g").ToInt()/255.f,
lineDashColor.GetChild("@b").ToInt()/255.f,
1.f
);
m_LineThickness = paramNode.GetChild("LineThickness").ToFixed().ToFloat();
m_LineTexturePath = paramNode.GetChild("LineTexture").ToString();
m_LineTextureMaskPath = paramNode.GetChild("LineTextureMask").ToString();
m_LineStartCapType = SOverlayTexturedLine::StrToLineCapType(paramNode.GetChild("LineStartCap").ToString());
m_LineEndCapType = SOverlayTexturedLine::StrToLineCapType(paramNode.GetChild("LineEndCap").ToString());
m_LinePassabilityClass = paramNode.GetChild("LinePassabilityClass").ToUTF8();
// ---------------------------------------------------------------------------------------------
// load some textures
if (CRenderer::IsInitialised())
{
CTextureProperties texturePropsBase(m_LineTexturePath);
texturePropsBase.SetWrap(GL_CLAMP_TO_BORDER, GL_CLAMP_TO_EDGE);
texturePropsBase.SetMaxAnisotropy(4.f);
m_Texture = g_Renderer.GetTextureManager().CreateTexture(texturePropsBase);
CTextureProperties texturePropsMask(m_LineTextureMaskPath);
texturePropsMask.SetWrap(GL_CLAMP_TO_BORDER, GL_CLAMP_TO_EDGE);
texturePropsMask.SetMaxAnisotropy(4.f);
m_TextureMask = g_Renderer.GetTextureManager().CreateTexture(texturePropsMask);
}
}
void CCmpRallyPointRenderer::UpdateMarkers()
{
player_id_t previousOwner = m_LastOwner;
for (size_t i = 0; i < m_RallyPoints.size(); ++i)
{
if (i >= m_MarkerEntityIds.size())
m_MarkerEntityIds.push_back(INVALID_ENTITY);
if (m_MarkerEntityIds[i] == INVALID_ENTITY)
{
// no marker exists yet, create one first
CComponentManager& componentMgr = GetSimContext().GetComponentManager();
// allocate a new entity for the marker
if (!m_MarkerTemplate.empty())
{
m_MarkerEntityIds[i] = componentMgr.AllocateNewLocalEntity();
if (m_MarkerEntityIds[i] != INVALID_ENTITY)
m_MarkerEntityIds[i] = componentMgr.AddEntity(m_MarkerTemplate, m_MarkerEntityIds[i]);
}
}
// the marker entity should be valid at this point, otherwise something went wrong trying to allocate it
if (m_MarkerEntityIds[i] == INVALID_ENTITY)
LOGERROR("Failed to create rally point marker entity");
CmpPtr markerCmpPosition(GetSimContext(), m_MarkerEntityIds[i]);
if (markerCmpPosition)
{
if (m_Displayed && IsSet())
{
markerCmpPosition->JumpTo(m_RallyPoints[i].X, m_RallyPoints[i].Y);
}
else
{
markerCmpPosition->MoveOutOfWorld(); // hide it
}
}
// set rally point flag selection based on player civilization
CmpPtr cmpOwnership(GetEntityHandle());
if (!cmpOwnership)
continue;
player_id_t ownerId = cmpOwnership->GetOwner();
if (ownerId == INVALID_PLAYER || (ownerId == previousOwner && m_LastMarkerCount >= i))
continue;
m_LastOwner = ownerId;
CmpPtr cmpPlayerManager(GetSystemEntity());
// cmpPlayerManager should not be null as long as this method is called on-demand instead of at Init() time
// (we can't rely on component initialization order in Init())
if (!cmpPlayerManager)
continue;
CmpPtr cmpPlayer(GetSimContext(), cmpPlayerManager->GetPlayerByID(ownerId));
if (!cmpPlayer)
continue;
CmpPtr cmpVisualActor(GetSimContext(), m_MarkerEntityIds[i]);
if (cmpVisualActor)
cmpVisualActor->SetUnitEntitySelection(CStrW(cmpPlayer->GetCiv()).ToUTF8());
}
m_LastMarkerCount = m_RallyPoints.size() - 1;
}
void CCmpRallyPointRenderer::RecomputeAllRallyPointPaths()
{
m_Path.clear();
m_VisibilitySegments.clear();
m_TexturedOverlayLines.clear();
//// ///////////////////////////////////////////////
if (m_EnableDebugNodeOverlay)
m_DebugNodeOverlays.clear();
//// //////////////////////////////////////////////
if (!IsSet())
return; // no use computing a path if the rally point isn't set
CmpPtr cmpPosition(GetEntityHandle());
if (!cmpPosition || !cmpPosition->IsInWorld())
return; // no point going on if this entity doesn't have a position or is outside of the world
CmpPtr cmpFootprint(GetEntityHandle());
CmpPtr cmpPathfinder(GetSystemEntity());
for (size_t i = 0; i < m_RallyPoints.size(); ++i)
{
RecomputeRallyPointPath(i, cmpPosition, cmpFootprint, cmpPathfinder);
}
}
void CCmpRallyPointRenderer::RecomputeRallyPointPath_wrapper(size_t index)
{
if (!IsSet())
return; // no use computing a path if the rally point isn't set
CmpPtr cmpPosition(GetEntityHandle());
if (!cmpPosition || !cmpPosition->IsInWorld())
return; // no point going on if this entity doesn't have a position or is outside of the world
CmpPtr cmpFootprint(GetEntityHandle());
CmpPtr cmpPathfinder(GetSystemEntity());
RecomputeRallyPointPath(index, cmpPosition, cmpFootprint, cmpPathfinder);
}
void CCmpRallyPointRenderer::RecomputeRallyPointPath(size_t index, CmpPtr& cmpPosition, CmpPtr& cmpFootprint, CmpPtr cmpPathfinder)
{
while (index >= m_Path.size())
{
std::vector tmp;
m_Path.push_back(tmp);
}
m_Path[index].clear();
while (index >= m_VisibilitySegments.size())
{
std::deque tmp;
m_VisibilitySegments.push_back(tmp);
}
m_VisibilitySegments[index].clear();
// Find a long path to the goal point -- this uses the tile-based pathfinder, which will return a
// list of waypoints (i.e. a Path) from the goal to the foundation/previous rally point, where each
// waypoint is centered at a tile. We'll have to do some post-processing on the path to get it smooth.
Path path;
std::vector& waypoints = path.m_Waypoints;
CFixedVector2D start(cmpPosition->GetPosition2D());
Goal goal = { Goal::POINT, m_RallyPoints[index].X, m_RallyPoints[index].Y };
if (index == 0)
GetClosestsEdgePointFrom(start,m_RallyPoints[index], cmpPosition, cmpFootprint);
else
{
start.X = m_RallyPoints[index-1].X;
start.Y = m_RallyPoints[index-1].Y;
}
cmpPathfinder->ComputePath(start.X, start.Y, goal, cmpPathfinder->GetPassabilityClass(m_LinePassabilityClass), path);
// Check if we got a path back; if not we probably have two markers less than one tile apart.
if (path.m_Waypoints.size() < 2)
{
m_Path[index].emplace_back(start.X.ToFloat(), start.Y.ToFloat());
m_Path[index].emplace_back(m_RallyPoints[index].X.ToFloat(), m_RallyPoints[index].Y.ToFloat());
return;
}
else if (index == 0)
{
// sometimes this ends up not being optimal if you asked for a long path, so improve.
CFixedVector2D newend(waypoints[waypoints.size()-2].x,waypoints[waypoints.size()-2].z);
GetClosestsEdgePointFrom(newend,newend, cmpPosition, cmpFootprint);
waypoints.back().x = newend.X;
waypoints.back().z = newend.Y;
}
else
{
// make sure we actually start at the rallypoint because the pathfinder moves us to a usable tile.
waypoints.back().x = m_RallyPoints[index-1].X;
waypoints.back().z = m_RallyPoints[index-1].Y;
}
// pathfinder makes us go to the nearest passable cell which isn't always what we want
waypoints[0].x = m_RallyPoints[index].X;
waypoints[0].z = m_RallyPoints[index].Y;
// From here on, we choose to represent the waypoints as CVector2D floats to avoid to have to convert back and forth
// between fixed-point Waypoint/CFixedVector2D and various other float-based formats used by interpolation and whatnot.
// Since we'll only be further using these points for rendering purposes, using floats should be fine.
for (Waypoint& waypoint : waypoints)
m_Path[index].emplace_back(waypoint.x.ToFloat(), waypoint.z.ToFloat());
// add the start position
// m_Path[index].emplace_back(m_RallyPoints[index].X.ToFloat(), m_RallyPoints[index].Y.ToFloat());
// Post-processing
// Linearize the path;
// Pass through the waypoints, averaging each waypoint with its next one except the last one. Because the path
// goes from the marker to this entity/the previous flag and we want to keep the point at the marker's exact position,
// loop backwards through the waypoints so that the marker waypoint is maintained.
// TODO: see if we can do this at the same time as the waypoint -> coord conversion above
for(size_t i = m_Path[index].size() - 2; i > 0; --i)
m_Path[index][i] = (m_Path[index][i] + m_Path[index][i-1]) / 2.0f;
// if there's a footprint and this path starts from this entity, remove any points returned by the pathfinder that may be on obstructed footprint tiles
//if (index == 0 && cmpFootprint)
// FixFootprintWaypoints(m_Path[index], cmpPosition, cmpFootprint);
// Eliminate some consecutive waypoints that are visible from eachother. Reduce across a maximum distance of approx. 6 tiles
// (prevents segments that are too long to properly stick to the terrain)
ReduceSegmentsByVisibility(m_Path[index], 6);
// Debug overlays
if (m_EnableDebugNodeOverlay)
{
while (index >= m_DebugNodeOverlays.size())
m_DebugNodeOverlays.emplace_back();
m_DebugNodeOverlays[index].clear();
}
if (m_EnableDebugNodeOverlay && m_SmoothPath)
{
// Create separate control point overlays so we can differentiate when using smoothing (offset them a little higher from the
// terrain so we can still see them after the interpolated points are added)
for (CVector2D& point : m_Path[index])
{
SOverlayLine overlayLine;
overlayLine.m_Color = CColor(1.0f, 0.0f, 0.0f, 1.0f);
overlayLine.m_Thickness = 2;
SimRender::ConstructSquareOnGround(GetSimContext(), point.X, point.Y, 0.2f, 0.2f, 1.0f, overlayLine, true);
m_DebugNodeOverlays[index].push_back(overlayLine);
}
}
if (m_SmoothPath)
// The number of points to interpolate goes hand in hand with the maximum amount of node links allowed to be joined together
// by the visibility reduction. The more node links that can be joined together, the more interpolated points you need to
// generate to be able to deal with local terrain height changes.
SimRender::InterpolatePointsRNS(m_Path[index], false, 0, 4); // no offset, keep line at its exact path
// find which point is the last visible point before going into the SoD, so we have a point to compare to on the next turn
GetVisibilitySegments(m_VisibilitySegments[index], index);
// build overlay lines for the new path
ConstructOverlayLines(index);
}
void CCmpRallyPointRenderer::ConstructAllOverlayLines()
{
m_TexturedOverlayLines.clear();
for (size_t i = 0; i < m_Path.size(); ++i)
ConstructOverlayLines(i);
}
void CCmpRallyPointRenderer::ConstructOverlayLines(size_t index)
{
// We need to create a new SOverlayTexturedLine every time we want to change the coordinates after having passed it to the
// renderer, because it does some fancy vertex buffering thing and caches them internally instead of recomputing them on every
// pass (which is only sensible).
while (index >= m_TexturedOverlayLines.size())
{
std::vector tmp;
m_TexturedOverlayLines.push_back(tmp);
}
m_TexturedOverlayLines[index].clear();
if (m_Path[index].size() < 2)
return;
CmpPtr cmpTerrain(GetSystemEntity());
LineCapType dashesLineCapType = SOverlayTexturedLine::LINECAP_ROUND; // line caps to use for the dashed segments (and any other segment's edges that border it)
for (std::deque::const_iterator it = m_VisibilitySegments[index].begin(); it != m_VisibilitySegments[index].end(); ++it)
{
const SVisibilitySegment& segment = (*it);
if (segment.m_Visible)
{
// does this segment border on the building or rally point flag on either side?
bool bordersBuilding = (segment.m_EndIndex == m_Path[index].size() - 1);
bool bordersFlag = (segment.m_StartIndex == 0);
// construct solid textured overlay line along a subset of the full path points from startPointIdx to endPointIdx
SOverlayTexturedLine overlayLine;
overlayLine.m_Thickness = m_LineThickness;
overlayLine.m_SimContext = &GetSimContext();
overlayLine.m_TextureBase = m_Texture;
overlayLine.m_TextureMask = m_TextureMask;
overlayLine.m_Color = m_LineColor;
overlayLine.m_Closed = false;
// we should take care to only use m_LineXCap for the actual end points at the building and the rally point; any intermediate
// end points (i.e., that border a dashed segment) should have the dashed cap
// the path line is actually in reverse order as well, so let's swap out the start and end caps
overlayLine.m_StartCapType = (bordersFlag ? m_LineEndCapType : dashesLineCapType);
overlayLine.m_EndCapType = (bordersBuilding ? m_LineStartCapType : dashesLineCapType);
overlayLine.m_AlwaysVisible = true;
// push overlay line coordinates
ENSURE(segment.m_EndIndex > segment.m_StartIndex);
for (size_t j = segment.m_StartIndex; j <= segment.m_EndIndex; ++j) // end index is inclusive here
{
overlayLine.m_Coords.push_back(m_Path[index][j].X);
overlayLine.m_Coords.push_back(m_Path[index][j].Y);
}
m_TexturedOverlayLines[index].push_back(overlayLine);
}
else
{
// construct dashed line from startPointIdx to endPointIdx; add textured overlay lines for it to the render list
std::vector straightLine;
straightLine.push_back(m_Path[index][segment.m_StartIndex]);
straightLine.push_back(m_Path[index][segment.m_EndIndex]);
// We always want to the dashed line to end at either point with a full dash (i.e. not a cleared space), so that the dashed
// area is visually obvious. This requires some calculations to see what size we should make the dashes and clears for them
// to fit exactly.
float maxDashSize = 3.f;
float maxClearSize = 3.f;
float dashSize = maxDashSize;
float clearSize = maxClearSize;
float pairDashRatio = (dashSize / (dashSize + clearSize)); // ratio of the dash's length to a (dash + clear) pair's length
float distance = (m_Path[index][segment.m_StartIndex] - m_Path[index][segment.m_EndIndex]).Length(); // straight-line distance between the points
// See how many pairs (dash + clear) of unmodified size can fit into the distance. Then check the remaining distance; if it's not exactly
// a dash size's worth (which it probably won't be), then adjust the dash/clear sizes slightly so that it is.
int numFitUnmodified = floor(distance/(dashSize + clearSize));
float remainderDistance = distance - (numFitUnmodified * (dashSize + clearSize));
// Now we want to make remainderDistance equal exactly one dash size (i.e. maxDashSize) by scaling dashSize and clearSize slightly.
// We have (remainderDistance - maxDashSize) of space to distribute over numFitUnmodified instances of (dashSize + clearSize) to make
// it fit, so each (dashSize + clearSize) pair needs to adjust its length by (remainderDistance - maxDashSize)/numFitUnmodified
// (which will be positive or negative accordingly). This number can then be distributed further proportionally among the dash's
// length and the clear's length.
// we always want to have at least one dash/clear pair (i.e., "|===| |===|"); also, we need to avoid division by zero below.
numFitUnmodified = std::max(1, numFitUnmodified);
float pairwiseLengthDifference = (remainderDistance - maxDashSize)/numFitUnmodified; // can be either positive or negative
dashSize += pairDashRatio * pairwiseLengthDifference;
clearSize += (1 - pairDashRatio) * pairwiseLengthDifference;
// ------------------------------------------------------------------------------------------------
SDashedLine dashedLine;
SimRender::ConstructDashedLine(straightLine, dashedLine, dashSize, clearSize);
// build overlay lines for dashes
size_t numDashes = dashedLine.m_StartIndices.size();
for (size_t i=0; i < numDashes; i++)
{
SOverlayTexturedLine dashOverlay;
dashOverlay.m_Thickness = m_LineThickness;
dashOverlay.m_SimContext = &GetSimContext();
dashOverlay.m_TextureBase = m_Texture;
dashOverlay.m_TextureMask = m_TextureMask;
dashOverlay.m_Color = m_LineDashColor;
dashOverlay.m_Closed = false;
dashOverlay.m_StartCapType = dashesLineCapType;
dashOverlay.m_EndCapType = dashesLineCapType;
dashOverlay.m_AlwaysVisible = true;
// TODO: maybe adjust the elevation of the dashes to be a little lower, so that it slides underneath the actual path
size_t dashStartIndex = dashedLine.m_StartIndices[i];
size_t dashEndIndex = dashedLine.GetEndIndex(i);
ENSURE(dashEndIndex > dashStartIndex);
for (size_t n = dashStartIndex; n < dashEndIndex; n++)
{
dashOverlay.m_Coords.push_back(dashedLine.m_Points[n].X);
dashOverlay.m_Coords.push_back(dashedLine.m_Points[n].Y);
}
m_TexturedOverlayLines[index].push_back(dashOverlay);
}
}
}
//// //////////////////////////////////////////////
if (m_EnableDebugNodeOverlay)
{
while (index >= m_DebugNodeOverlays.size())
{
std::vector tmp;
m_DebugNodeOverlays.push_back(tmp);
}
for (size_t j = 0; j < m_Path[index].size(); ++j)
{
SOverlayLine overlayLine;
overlayLine.m_Color = CColor(1.0f, 1.0f, 1.0f, 1.0f);
overlayLine.m_Thickness = 1;
SimRender::ConstructCircleOnGround(GetSimContext(), m_Path[index][j].X, m_Path[index][j].Y, 0.075f, overlayLine, true);
m_DebugNodeOverlays[index].push_back(overlayLine);
}
}
//// //////////////////////////////////////////////
}
void CCmpRallyPointRenderer::UpdateOverlayLines()
{
// We should only do this if the rally point is currently being displayed and set inside the world, otherwise it's a massive
// waste of time to calculate all this stuff (this method is called every turn)
if (!m_Displayed || !IsSet())
return;
// see if there have been any changes to the SoD by grabbing the visibility edge points and comparing them to the previous ones
std::deque > newVisibilitySegments;
for (size_t i = 0; i < m_Path.size(); ++i)
{
std::deque tmp;
newVisibilitySegments.push_back(tmp);
GetVisibilitySegments(newVisibilitySegments[i], i);
}
// Check if the full path changed, then reconstruct all overlay lines, otherwise check if a segment changed and update that.
if (m_VisibilitySegments.size() != newVisibilitySegments.size())
{
m_VisibilitySegments = newVisibilitySegments; // save the new visibility segments to compare against next time
ConstructAllOverlayLines();
}
else
{
for (size_t i = 0; i < m_VisibilitySegments.size(); ++i)
{
if (m_VisibilitySegments[i] != newVisibilitySegments[i])
{
// The visibility segments have changed, reconstruct the overlay lines to match. NOTE: The path itself doesn't
// change, only the overlay lines we construct from it.
m_VisibilitySegments[i] = newVisibilitySegments[i]; // save the new visibility segments to compare against next time
ConstructOverlayLines(i);
}
}
}
}
void CCmpRallyPointRenderer::GetClosestsEdgePointFrom(CFixedVector2D& result, CFixedVector2D& start, CmpPtr cmpPosition, CmpPtr cmpFootprint)
{
ENSURE(cmpPosition);
ENSURE(cmpFootprint);
// grab the shape and dimensions of the footprint
entity_pos_t footprintSize0, footprintSize1, footprintHeight;
ICmpFootprint::EShape footprintShape;
cmpFootprint->GetShape(footprintShape, footprintSize0, footprintSize1, footprintHeight);
// grab the center of the footprint
CFixedVector2D center = cmpPosition->GetPosition2D();
switch (footprintShape)
{
case ICmpFootprint::SQUARE:
{
// in this case, footprintSize0 and 1 indicate the size along the X and Z axes, respectively.
// the building's footprint could be rotated any which way, so let's get the rotation around the Y axis
// and the rotated unit vectors in the X/Z plane of the shape's footprint
// (the Footprint itself holds only the outline, the Position holds the orientation)
fixed s, c; // sine and cosine of the Y axis rotation angle (aka the yaw)
fixed a = cmpPosition->GetRotation().Y;
sincos_approx(a, s, c);
CFixedVector2D u(c, -s); // unit vector along the rotated X axis
CFixedVector2D v(s, c); // unit vector along the rotated Z axis
CFixedVector2D halfSize(footprintSize0/2, footprintSize1/2);
CFixedVector2D footprintEdgePoint = Geometry::NearestPointOnSquare(start - center, u, v, halfSize);
result = center + footprintEdgePoint;
break;
}
case ICmpFootprint::CIRCLE:
{
// in this case, both footprintSize0 and 1 indicate the circle's radius
// Transform target to the point nearest on the edge.
CFixedVector2D centerVec2D(center.X, center.Y);
CFixedVector2D centerToLast(start - centerVec2D);
centerToLast.Normalize();
result = centerVec2D + (centerToLast.Multiply(footprintSize0));
break;
}
}
}
void CCmpRallyPointRenderer::FixFootprintWaypoints(std::vector& coords, CmpPtr cmpPosition, CmpPtr cmpFootprint)
{
ENSURE(cmpPosition);
ENSURE(cmpFootprint);
// -----------------------------------------------------------------------------------------------------
// TODO: nasty fixed/float conversions everywhere
// grab the shape and dimensions of the footprint
entity_pos_t footprintSize0, footprintSize1, footprintHeight;
ICmpFootprint::EShape footprintShape;
cmpFootprint->GetShape(footprintShape, footprintSize0, footprintSize1, footprintHeight);
// grab the center of the footprint
CFixedVector2D center = cmpPosition->GetPosition2D();
// -----------------------------------------------------------------------------------------------------
switch (footprintShape)
{
case ICmpFootprint::SQUARE:
{
// in this case, footprintSize0 and 1 indicate the size along the X and Z axes, respectively.
// the building's footprint could be rotated any which way, so let's get the rotation around the Y axis
// and the rotated unit vectors in the X/Z plane of the shape's footprint
// (the Footprint itself holds only the outline, the Position holds the orientation)
fixed s, c; // sine and cosine of the Y axis rotation angle (aka the yaw)
fixed a = cmpPosition->GetRotation().Y;
sincos_approx(a, s, c);
CFixedVector2D u(c, -s); // unit vector along the rotated X axis
CFixedVector2D v(s, c); // unit vector along the rotated Z axis
CFixedVector2D halfSize(footprintSize0/2, footprintSize1/2);
// starting from the start position, check if any points are within the footprint of the building
// (this is possible if the pathfinder was started from a point located within the footprint)
for(int i = (int)(coords.size() - 1); i >= 0; i--)
{
const CVector2D& wp = coords[i];
if (Geometry::PointIsInSquare(CFixedVector2D(fixed::FromFloat(wp.X), fixed::FromFloat(wp.Y)) - center, u, v, halfSize))
{
coords.erase(coords.begin() + i);
}
else
{
break; // point no longer inside footprint, from this point on neither will any of the following be
}
}
// add a point right on the edge of the footprint (nearest to the last waypoint) so that it links up nicely with the rest of the path
CFixedVector2D lastWaypoint(fixed::FromFloat(coords.back().X), fixed::FromFloat(coords.back().Y));
CFixedVector2D footprintEdgePoint = Geometry::NearestPointOnSquare(lastWaypoint - center, u, v, halfSize); // relative to the shape origin (center)
CVector2D footprintEdge((center.X + footprintEdgePoint.X).ToFloat(), (center.Y + footprintEdgePoint.Y).ToFloat());
coords.push_back(footprintEdge);
}
break;
case ICmpFootprint::CIRCLE:
{
// in this case, both footprintSize0 and 1 indicate the circle's radius
for(int i = (int)(coords.size() - 1); i >= 0; i--)
{
const CVector2D& wp = coords[i];
fixed pointDistance = (CFixedVector2D(fixed::FromFloat(wp.X), fixed::FromFloat(wp.Y)) - center).Length();
if (pointDistance <= footprintSize0)
{
coords.erase(coords.begin() + i);
}
else
{
break; // point no longer inside footprint, from this point on neither will any of the following be
}
}
// add a point right on the edge of the footprint so that it links up nicely with the rest of the path
CVector2D centerVec2D(center.X.ToFloat(), center.Y.ToFloat());
CVector2D centerToLast(coords.back() - centerVec2D);
coords.push_back(centerVec2D + (centerToLast.Normalized() * footprintSize0.ToFloat()));
}
break;
}
}
void CCmpRallyPointRenderer::ReduceSegmentsByVisibility(std::vector& coords, unsigned maxSegmentLinks, bool floating)
{
CmpPtr cmpPathFinder(GetSystemEntity());
CmpPtr cmpTerrain(GetSystemEntity());
CmpPtr cmpWaterManager(GetSystemEntity());
ENSURE(cmpPathFinder && cmpTerrain && cmpWaterManager);
if (coords.size() < 3)
return;
// The basic idea is this: starting from a base node, keep checking each individual point along the path to see if there's a visible
// line between it and the base point. If so, keep going, otherwise, make the last visible point the new base node and start the same
// process from there on until the entire line is checked. The output is the array of base nodes.
std::vector newCoords;
StationaryOnlyObstructionFilter obstructionFilter;
entity_pos_t lineRadius = fixed::FromFloat(m_LineThickness);
pass_class_t passabilityClass = cmpPathFinder->GetPassabilityClass(m_LinePassabilityClass);
newCoords.push_back(coords[0]); // save the first base node
size_t baseNodeIdx = 0;
size_t curNodeIdx = 1;
float baseNodeY;
entity_pos_t baseNodeX;
entity_pos_t baseNodeZ;
// set initial base node coords
baseNodeX = fixed::FromFloat(coords[baseNodeIdx].X);
baseNodeZ = fixed::FromFloat(coords[baseNodeIdx].Y);
baseNodeY = cmpTerrain->GetExactGroundLevel(coords[baseNodeIdx].X, coords[baseNodeIdx].Y);
if (floating)
baseNodeY = std::max(baseNodeY, cmpWaterManager->GetExactWaterLevel(coords[baseNodeIdx].X, coords[baseNodeIdx].Y));
while (curNodeIdx < coords.size())
{
ENSURE(curNodeIdx > baseNodeIdx); // this needs to be true at all times, otherwise we're checking visibility between a point and itself
entity_pos_t curNodeX = fixed::FromFloat(coords[curNodeIdx].X);
entity_pos_t curNodeZ = fixed::FromFloat(coords[curNodeIdx].Y);
float curNodeY = cmpTerrain->GetExactGroundLevel(coords[curNodeIdx].X, coords[curNodeIdx].Y);
if (floating)
curNodeY = std::max(curNodeY, cmpWaterManager->GetExactWaterLevel(coords[curNodeIdx].X, coords[curNodeIdx].Y));
// find out whether curNode is visible from baseNode (careful; this is in 2D only; terrain height differences are ignored!)
bool curNodeVisible = cmpPathFinder->CheckMovement(obstructionFilter, baseNodeX, baseNodeZ, curNodeX, curNodeZ, lineRadius, passabilityClass);
// since height differences are ignored by CheckMovement, let's call two points visible from one another only if they're at
// roughly the same terrain elevation
curNodeVisible = curNodeVisible && (fabsf(curNodeY - baseNodeY) < 3.f); // TODO: this could probably use some tuning
if (maxSegmentLinks > 0)
// max. amount of node-to-node links to be eliminated (unsigned subtraction is valid because curNodeIdx is always > baseNodeIdx)
curNodeVisible = curNodeVisible && ((curNodeIdx - baseNodeIdx) <= maxSegmentLinks);
if (!curNodeVisible)
{
// current node is not visible from the base node, so the previous one was the last visible point from baseNode and should
// hence become the new base node for further iterations.
// if curNodeIdx is adjacent to the current baseNode (which is possible due to steep height differences, e.g. hills), then
// we should take care not to stay stuck at the current base node
if (curNodeIdx > baseNodeIdx + 1)
{
baseNodeIdx = curNodeIdx - 1;
}
else
{
// curNodeIdx == baseNodeIdx + 1
baseNodeIdx = curNodeIdx;
curNodeIdx++; // move the next candidate node one forward so that we don't test a point against itself in the next iteration
}
newCoords.push_back(coords[baseNodeIdx]); // add new base node to output list
// update base node coordinates
baseNodeX = fixed::FromFloat(coords[baseNodeIdx].X);
baseNodeZ = fixed::FromFloat(coords[baseNodeIdx].Y);
baseNodeY = cmpTerrain->GetExactGroundLevel(coords[baseNodeIdx].X, coords[baseNodeIdx].Y);
if (floating)
baseNodeY = std::max(baseNodeY, cmpWaterManager->GetExactWaterLevel(coords[baseNodeIdx].X, coords[baseNodeIdx].Y));
}
curNodeIdx++;
}
// we always need to add the last point back to the array; if e.g. all the points up to the last one are all visible from the current
// base node, then the loop above just ends and no endpoint is ever added to the list.
ENSURE(curNodeIdx == coords.size());
newCoords.push_back(coords[coords.size() - 1]);
coords.swap(newCoords);
}
void CCmpRallyPointRenderer::GetVisibilitySegments(std::deque& out, size_t index)
{
out.clear();
if (m_Path[index].size() < 2)
return;
CmpPtr cmpRangeMgr(GetSystemEntity());
player_id_t currentPlayer = GetSimContext().GetCurrentDisplayedPlayer();
CLosQuerier losQuerier(cmpRangeMgr->GetLosQuerier(currentPlayer));
// go through the path node list, comparing each node's visibility with the previous one. If it changes, end the current segment and start
// a new one at the next point.
bool lastVisible = losQuerier.IsExplored(
(fixed::FromFloat(m_Path[index][0].X) / (int) TERRAIN_TILE_SIZE).ToInt_RoundToNearest(),
(fixed::FromFloat(m_Path[index][0].Y) / (int) TERRAIN_TILE_SIZE).ToInt_RoundToNearest()
);
size_t curSegmentStartIndex = 0; // starting node index of the current segment
for (size_t k = 1; k < m_Path[index].size(); ++k)
{
// grab tile indices for this coord
int i = (fixed::FromFloat(m_Path[index][k].X) / (int)TERRAIN_TILE_SIZE).ToInt_RoundToNearest();
int j = (fixed::FromFloat(m_Path[index][k].Y) / (int)TERRAIN_TILE_SIZE).ToInt_RoundToNearest();
bool nodeVisible = losQuerier.IsExplored(i, j);
if (nodeVisible != lastVisible)
{
// visibility changed; write out the segment that was just completed and get ready for the new one
out.push_back(SVisibilitySegment(lastVisible, curSegmentStartIndex, k - 1));
//curSegmentStartIndex = k; // new segment starts here
curSegmentStartIndex = k - 1;
lastVisible = nodeVisible;
}
}
// terminate the last segment
out.push_back(SVisibilitySegment(lastVisible, curSegmentStartIndex, m_Path[index].size() - 1));
MergeVisibilitySegments(out);
}
void CCmpRallyPointRenderer::MergeVisibilitySegments(std::deque& segments)
{
// Scan for single-point segments; if they are inbetween two other segments, delete them and merge the surrounding segments.
// If they're at either end of the path, include them in their bordering segment (but only if those bordering segments aren't
// themselves single-point segments, because then we would want those to get absorbed by its surrounding ones first).
// first scan for absorptions of single-point surrounded segments (i.e. excluding edge segments)
size_t numSegments = segments.size();
// WARNING: FOR LOOP TRICKERY AHEAD!
for (size_t i = 1; i < numSegments - 1;)
{
SVisibilitySegment& segment = segments[i];
if (segment.IsSinglePoint())
{
// since the segments' visibility alternates, the surrounding ones should have the same visibility
ENSURE(segments[i-1].m_Visible == segments[i+1].m_Visible);
segments[i-1].m_EndIndex = segments[i+1].m_EndIndex; // make previous segment span all the way across to the next
segments.erase(segments.begin() + i); // erase this segment ...
segments.erase(segments.begin() + i); // and the next (we removed [i], so [i+1] is now at position [i])
numSegments -= 2; // we removed 2 segments, so update the loop condition
// in the next iteration, i should still point to the segment right after the one that got expanded, which is now
// at position i; so don't increment i here
}
else
{
++i;
}
}
ENSURE(numSegments == segments.size());
// check to see if the first segment needs to be merged with its neighbour
if (segments.size() >= 2 && segments[0].IsSinglePoint())
{
int firstSegmentStartIndex = segments.front().m_StartIndex;
ENSURE(firstSegmentStartIndex == 0);
ENSURE(!segments[1].IsSinglePoint()); // at this point, the second segment should never be a single-point segment
segments.erase(segments.begin());
segments.front().m_StartIndex = firstSegmentStartIndex;
}
// check to see if the last segment needs to be merged with its neighbour
if (segments.size() >= 2 && segments[segments.size()-1].IsSinglePoint())
{
int lastSegmentEndIndex = segments.back().m_EndIndex;
ENSURE(!segments[segments.size()-2].IsSinglePoint()); // at this point, the second-to-last segment should never be a single-point segment
segments.erase(segments.end());
segments.back().m_EndIndex = lastSegmentEndIndex;
}
// --------------------------------------------------------------------------------------------------------
// at this point, every segment should have at least 2 points
for (size_t i = 0; i < segments.size(); ++i)
{
ENSURE(!segments[i].IsSinglePoint());
ENSURE(segments[i].m_EndIndex > segments[i].m_StartIndex);
}
}
void CCmpRallyPointRenderer::RenderSubmit(SceneCollector& collector)
{
// we only get here if the rally point is set and should be displayed
for (size_t i = 0; i < m_TexturedOverlayLines.size(); ++i)
{
for (size_t j = 0; j < m_TexturedOverlayLines[i].size(); ++j)
{
if (!m_TexturedOverlayLines[i][j].m_Coords.empty())
collector.Submit(&m_TexturedOverlayLines[i][j]);
}
}
if (m_EnableDebugNodeOverlay && !m_DebugNodeOverlays.empty())
{
for (size_t i = 0; i < m_DebugNodeOverlays.size(); ++i)
for (size_t j = 0; j < m_DebugNodeOverlays[i].size(); ++j)
collector.Submit(&m_DebugNodeOverlays[i][j]);
}
}