/* 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 "Render.h" #include "graphics/Overlay.h" #include "graphics/Terrain.h" #include "maths/BoundingBoxAligned.h" #include "maths/BoundingBoxOriented.h" #include "maths/MathUtil.h" #include "maths/Quaternion.h" #include "maths/Vector2D.h" #include "ps/Profile.h" #include "simulation2/Simulation2.h" #include "simulation2/components/ICmpTerrain.h" #include "simulation2/components/ICmpWaterManager.h" #include "simulation2/helpers/Geometry.h" void SimRender::ConstructLineOnGround(const CSimContext& context, const std::vector& xz, SOverlayLine& overlay, bool floating, float heightOffset) { PROFILE("ConstructLineOnGround"); overlay.m_Coords.clear(); CmpPtr cmpTerrain(context, SYSTEM_ENTITY); if (!cmpTerrain) return; if (xz.size() < 2) return; float water = 0.f; if (floating) { CmpPtr cmpWaterManager(context, SYSTEM_ENTITY); if (cmpWaterManager) water = cmpWaterManager->GetExactWaterLevel(xz[0], xz[1]); } overlay.m_Coords.reserve(xz.size()/2 * 3); for (size_t i = 0; i < xz.size(); i += 2) { float px = xz[i]; float pz = xz[i+1]; float py = std::max(water, cmpTerrain->GetExactGroundLevel(px, pz)) + heightOffset; overlay.m_Coords.push_back(px); overlay.m_Coords.push_back(py); overlay.m_Coords.push_back(pz); } } static void ConstructCircleOrClosedArc( const CSimContext& context, float x, float z, float radius, bool isCircle, float start, float end, SOverlayLine& overlay, bool floating, float heightOffset) { overlay.m_Coords.clear(); CmpPtr cmpTerrain(context, SYSTEM_ENTITY); if (!cmpTerrain) return; float water = 0.f; if (floating) { CmpPtr cmpWaterManager(context, SYSTEM_ENTITY); if (cmpWaterManager) water = cmpWaterManager->GetExactWaterLevel(x, z); } // Adapt the circle resolution to look reasonable for small and largeish radiuses size_t numPoints = clamp((size_t)(radius*(end-start)), (size_t)12, (size_t)48); if (isCircle) overlay.m_Coords.reserve((numPoints + 1 + 2) * 3); else overlay.m_Coords.reserve((numPoints + 1) * 3); float cy; if (!isCircle) { // Start at the center point cy = std::max(water, cmpTerrain->GetExactGroundLevel(x, z)) + heightOffset; overlay.m_Coords.push_back(x); overlay.m_Coords.push_back(cy); overlay.m_Coords.push_back(z); } for (size_t i = 0; i <= numPoints; ++i) // use '<=' so it's a closed loop { float a = start + (float)i * (end - start) / (float)numPoints; float px = x + radius * cosf(a); float pz = z + radius * sinf(a); float py = std::max(water, cmpTerrain->GetExactGroundLevel(px, pz)) + heightOffset; overlay.m_Coords.push_back(px); overlay.m_Coords.push_back(py); overlay.m_Coords.push_back(pz); } if (!isCircle) { // Return to the center point overlay.m_Coords.push_back(x); overlay.m_Coords.push_back(cy); overlay.m_Coords.push_back(z); } } void SimRender::ConstructCircleOnGround( const CSimContext& context, float x, float z, float radius, SOverlayLine& overlay, bool floating, float heightOffset) { ConstructCircleOrClosedArc(context, x, z, radius, true, 0.0f, 2.0f*(float)M_PI, overlay, floating, heightOffset); } void SimRender::ConstructClosedArcOnGround( const CSimContext& context, float x, float z, float radius, float start, float end, SOverlayLine& overlay, bool floating, float heightOffset) { ConstructCircleOrClosedArc(context, x, z, radius, false, start, end, overlay, floating, heightOffset); } // This method splits up a straight line into a number of line segments each having a length ~= TERRAIN_TILE_SIZE static void SplitLine(std::vector >& coords, float x1, float y1, float x2, float y2) { float length = sqrtf(SQR(x1 - x2) + SQR(y1 - y2)); size_t pieces = ((int)length) / TERRAIN_TILE_SIZE; if (pieces > 0) { float xPieceLength = (x1 - x2) / (float)pieces; float yPieceLength = (y1 - y2) / (float)pieces; for (size_t i = 1; i <= (pieces - 1); ++i) { coords.emplace_back(x1 - (xPieceLength * (float)i), y1 - (yPieceLength * (float)i)); } } coords.emplace_back(x2, y2); } void SimRender::ConstructSquareOnGround(const CSimContext& context, float x, float z, float w, float h, float a, SOverlayLine& overlay, bool floating, float heightOffset) { overlay.m_Coords.clear(); CmpPtr cmpTerrain(context, SYSTEM_ENTITY); if (!cmpTerrain) return; float water = 0.f; if (floating) { CmpPtr cmpWaterManager(context, SYSTEM_ENTITY); if (cmpWaterManager) water = cmpWaterManager->GetExactWaterLevel(x, z); } float c = cosf(a); float s = sinf(a); std::vector > coords; // Add the first vertex, since SplitLine will be adding only the second end-point of the each line to // the coordinates list. We don't have to worry about the other lines, since the end-point of one line // will be the starting point of the next coords.emplace_back(x - w/2*c + h/2*s, z + w/2*s + h/2*c); SplitLine(coords, x - w/2*c + h/2*s, z + w/2*s + h/2*c, x - w/2*c - h/2*s, z + w/2*s - h/2*c); SplitLine(coords, x - w/2*c - h/2*s, z + w/2*s - h/2*c, x + w/2*c - h/2*s, z - w/2*s - h/2*c); SplitLine(coords, x + w/2*c - h/2*s, z - w/2*s - h/2*c, x + w/2*c + h/2*s, z - w/2*s + h/2*c); SplitLine(coords, x + w/2*c + h/2*s, z - w/2*s + h/2*c, x - w/2*c + h/2*s, z + w/2*s + h/2*c); overlay.m_Coords.reserve(coords.size() * 3); for (size_t i = 0; i < coords.size(); ++i) { float px = coords[i].first; float pz = coords[i].second; float py = std::max(water, cmpTerrain->GetExactGroundLevel(px, pz)) + heightOffset; overlay.m_Coords.push_back(px); overlay.m_Coords.push_back(py); overlay.m_Coords.push_back(pz); } } void SimRender::ConstructBoxOutline(const CBoundingBoxAligned& bound, SOverlayLine& overlayLine) { overlayLine.m_Coords.clear(); if (bound.IsEmpty()) return; const CVector3D& pMin = bound[0]; const CVector3D& pMax = bound[1]; // floor square overlayLine.PushCoords(pMin.X, pMin.Y, pMin.Z); overlayLine.PushCoords(pMax.X, pMin.Y, pMin.Z); overlayLine.PushCoords(pMax.X, pMin.Y, pMax.Z); overlayLine.PushCoords(pMin.X, pMin.Y, pMax.Z); overlayLine.PushCoords(pMin.X, pMin.Y, pMin.Z); // roof square overlayLine.PushCoords(pMin.X, pMax.Y, pMin.Z); overlayLine.PushCoords(pMax.X, pMax.Y, pMin.Z); overlayLine.PushCoords(pMax.X, pMax.Y, pMax.Z); overlayLine.PushCoords(pMin.X, pMax.Y, pMax.Z); overlayLine.PushCoords(pMin.X, pMax.Y, pMin.Z); } void SimRender::ConstructBoxOutline(const CBoundingBoxOriented& box, SOverlayLine& overlayLine) { overlayLine.m_Coords.clear(); if (box.IsEmpty()) return; CVector3D corners[8]; box.GetCorner(-1, -1, -1, corners[0]); box.GetCorner( 1, -1, -1, corners[1]); box.GetCorner( 1, -1, 1, corners[2]); box.GetCorner(-1, -1, 1, corners[3]); box.GetCorner(-1, 1, -1, corners[4]); box.GetCorner( 1, 1, -1, corners[5]); box.GetCorner( 1, 1, 1, corners[6]); box.GetCorner(-1, 1, 1, corners[7]); overlayLine.PushCoords(corners[0]); overlayLine.PushCoords(corners[1]); overlayLine.PushCoords(corners[2]); overlayLine.PushCoords(corners[3]); overlayLine.PushCoords(corners[0]); overlayLine.PushCoords(corners[4]); overlayLine.PushCoords(corners[5]); overlayLine.PushCoords(corners[6]); overlayLine.PushCoords(corners[7]); overlayLine.PushCoords(corners[4]); } void SimRender::ConstructGimbal(const CVector3D& center, float radius, SOverlayLine& out, size_t numSteps) { ENSURE(numSteps > 0 && numSteps % 4 == 0); // must be a positive multiple of 4 out.m_Coords.clear(); size_t fullCircleSteps = numSteps; const float angleIncrement = 2.f*M_PI/fullCircleSteps; const CVector3D X_UNIT(1, 0, 0); const CVector3D Y_UNIT(0, 1, 0); const CVector3D Z_UNIT(0, 0, 1); CVector3D rotationVector(0, 0, radius); // directional vector based in the center that we will be rotating to get the gimbal points // first draw a quarter of XZ gimbal; then complete the XY gimbal; then continue the XZ gimbal and finally add the YZ gimbal // (that way we can keep a single continuous line) // -- XZ GIMBAL (PART 1/2) ----------------------------------------------- CQuaternion xzRotation; xzRotation.FromAxisAngle(Y_UNIT, angleIncrement); for (size_t i = 0; i < fullCircleSteps/4; ++i) // complete only a quarter of the way { out.PushCoords(center + rotationVector); rotationVector = xzRotation.Rotate(rotationVector); } // -- XY GIMBAL ---------------------------------------------------------- // now complete the XY gimbal while the XZ gimbal is interrupted CQuaternion xyRotation; xyRotation.FromAxisAngle(Z_UNIT, angleIncrement); for (size_t i = 0; i < fullCircleSteps; ++i) // note the <; the last point of the XY gimbal isn't added, because the XZ gimbal will add it { out.PushCoords(center + rotationVector); rotationVector = xyRotation.Rotate(rotationVector); } // -- XZ GIMBAL (PART 2/2) ----------------------------------------------- // resume the XZ gimbal to completion for (size_t i = fullCircleSteps/4; i < fullCircleSteps; ++i) // exclude the last point of the circle so the YZ gimbal can add it { out.PushCoords(center + rotationVector); rotationVector = xzRotation.Rotate(rotationVector); } // -- YZ GIMBAL ---------------------------------------------------------- CQuaternion yzRotation; yzRotation.FromAxisAngle(X_UNIT, angleIncrement); for (size_t i = 0; i <= fullCircleSteps; ++i) { out.PushCoords(center + rotationVector); rotationVector = yzRotation.Rotate(rotationVector); } } void SimRender::ConstructAxesMarker(const CMatrix3D& coordSystem, SOverlayLine& outX, SOverlayLine& outY, SOverlayLine& outZ) { outX.m_Coords.clear(); outY.m_Coords.clear(); outZ.m_Coords.clear(); outX.m_Color = CColor(1, 0, 0, .5f); // X axis; red outY.m_Color = CColor(0, 1, 0, .5f); // Y axis; green outZ.m_Color = CColor(0, 0, 1, .5f); // Z axis; blue outX.m_Thickness = 2; outY.m_Thickness = 2; outZ.m_Thickness = 2; CVector3D origin = coordSystem.GetTranslation(); outX.PushCoords(origin); outY.PushCoords(origin); outZ.PushCoords(origin); outX.PushCoords(origin + CVector3D(coordSystem(0,0), coordSystem(1,0), coordSystem(2,0))); outY.PushCoords(origin + CVector3D(coordSystem(0,1), coordSystem(1,1), coordSystem(2,1))); outZ.PushCoords(origin + CVector3D(coordSystem(0,2), coordSystem(1,2), coordSystem(2,2))); } void SimRender::SmoothPointsAverage(std::vector& points, bool closed) { PROFILE("SmoothPointsAverage"); size_t n = points.size(); if (n < 2) return; // avoid out-of-bounds array accesses, and leave the points unchanged std::vector newPoints; newPoints.resize(points.size()); // Handle the end points appropriately if (closed) { newPoints[0] = (points[n-1] + points[0] + points[1]) / 3.f; newPoints[n-1] = (points[n-2] + points[n-1] + points[0]) / 3.f; } else { newPoints[0] = points[0]; newPoints[n-1] = points[n-1]; } // Average all the intermediate points for (size_t i = 1; i < n-1; ++i) newPoints[i] = (points[i-1] + points[i] + points[i+1]) / 3.f; points.swap(newPoints); } static CVector2D EvaluateSpline(float t, CVector2D a0, CVector2D a1, CVector2D a2, CVector2D a3, float offset) { // Compute position on spline CVector2D p = a0*(t*t*t) + a1*(t*t) + a2*t + a3; // Compute unit-vector direction of spline CVector2D dp = (a0*(3*t*t) + a1*(2*t) + a2).Normalized(); // Offset position perpendicularly return p + CVector2D(dp.Y*-offset, dp.X*offset); } void SimRender::InterpolatePointsRNS(std::vector& points, bool closed, float offset, int segmentSamples /* = 4 */) { PROFILE("InterpolatePointsRNS"); ENSURE(segmentSamples > 0); std::vector newPoints; // (This does some redundant computations for adjacent vertices, // but it's fairly fast (<1ms typically) so we don't worry about it yet) // TODO: Instead of doing a fixed number of line segments between each // control point, it should probably be somewhat adaptive to get a nicer // curve with fewer points size_t n = points.size(); if (closed) { if (n < 1) return; // we need at least a single point to not crash } else { if (n < 2) return; // in non-closed mode, we need at least n=2 to not crash } size_t imax = closed ? n : n-1; newPoints.reserve(imax*segmentSamples); // these are primarily used inside the loop, but for open paths we need them outside the loop once to compute the last point CVector2D a0; CVector2D a1; CVector2D a2; CVector2D a3; for (size_t i = 0; i < imax; ++i) { // Get the relevant points for this spline segment; each step interpolates the segment between p1 and p2; p0 and p3 are the points // before p1 and after p2, respectively; they're needed to compute tangents and whatnot. CVector2D p0; // normally points[(i-1+n)%n], but it's a bit more complicated due to open/closed paths -- see below CVector2D p1 = points[i]; CVector2D p2 = points[(i+1)%n]; CVector2D p3; // normally points[(i+2)%n], but it's a bit more complicated due to open/closed paths -- see below if (!closed && (i == 0)) // p0's point index is out of bounds, and we can't wrap around because we're in non-closed mode -- create an artificial point // that extends p1 -> p0 (i.e. the first segment's direction) p0 = points[0] + (points[0] - points[1]); else // standard wrap-around case p0 = points[(i-1+n)%n]; // careful; don't use (i-1)%n here, as the result is machine-dependent for negative operands (e.g. if i==0, the result could be either -1 or n-1) if (!closed && (i == n-2)) // p3's point index is out of bounds; create an artificial point that extends p_(n-2) -> p_(n-1) (i.e. the last segment's direction) // (note that p2's index should not be out of bounds, because in non-closed mode imax is reduced by 1) p3 = points[n-1] + (points[n-1] - points[n-2]); else // standard wrap-around case p3 = points[(i+2)%n]; // Do the RNS computation (based on GPG4 "Nonuniform Splines") float l1 = (p2 - p1).Length(); // length of spline segment (i)..(i+1) CVector2D s0 = (p1 - p0).Normalized(); // unit vector of spline segment (i-1)..(i) CVector2D s1 = (p2 - p1).Normalized(); // unit vector of spline segment (i)..(i+1) CVector2D s2 = (p3 - p2).Normalized(); // unit vector of spline segment (i+1)..(i+2) CVector2D v1 = (s0 + s1).Normalized() * l1; // spline velocity at i CVector2D v2 = (s1 + s2).Normalized() * l1; // spline velocity at i+1 // Compute standard cubic spline parameters a0 = p1*2 + p2*-2 + v1 + v2; a1 = p1*-3 + p2*3 + v1*-2 + v2*-1; a2 = v1; a3 = p1; // Interpolate at regular points across the interval for (int sample = 0; sample < segmentSamples; sample++) newPoints.push_back(EvaluateSpline(sample/((float) segmentSamples), a0, a1, a2, a3, offset)); } if (!closed) // if the path is open, we should take care to include the last control point // NOTE: we can't just do push_back(points[n-1]) here because that ignores the offset newPoints.push_back(EvaluateSpline(1.f, a0, a1, a2, a3, offset)); points.swap(newPoints); } void SimRender::ConstructDashedLine(const std::vector& keyPoints, SDashedLine& dashedLineOut, const float dashLength, const float blankLength) { // sanity checks if (dashLength <= 0) return; if (blankLength <= 0) return; if (keyPoints.size() < 2) return; dashedLineOut.m_Points.clear(); dashedLineOut.m_StartIndices.clear(); // walk the line, counting the total length so far at each node point. When the length exceeds dashLength, cut the last segment at the // required length and continue for blankLength along the line to start a new dash segment. // TODO: we should probably extend this function to also allow for closed lines. I was thinking of slightly scaling the dash/blank length // so that it fits the length of the curve, but that requires knowing the length of the curve upfront which is sort of expensive to compute // (O(n) and lots of square roots). bool buildingDash = true; // true if we're building a dash, false if a blank float curDashLength = 0; // builds up the current dash/blank's length as we walk through the line nodes CVector2D dashLastPoint = keyPoints[0]; // last point of the current dash/blank being built. // register the first starting node of the first dash dashedLineOut.m_Points.push_back(keyPoints[0]); dashedLineOut.m_StartIndices.push_back(0); // index of the next key point on the path. Must always point to a node that is further along the path than dashLastPoint, so we can // properly take a direction vector along the path. size_t i = 0; while(i < keyPoints.size() - 1) { // get length of this segment CVector2D segmentVector = keyPoints[i + 1] - dashLastPoint; // vector from our current point along the path to nextNode float segmentLength = segmentVector.Length(); float targetLength = (buildingDash ? dashLength : blankLength); if (curDashLength + segmentLength > targetLength) { // segment is longer than the dash length we still have to go, so we'll need to cut it; create a cut point along the segment // line that is of just the required length to complete the dash, then make it the base point for the next dash/blank. float cutLength = targetLength - curDashLength; CVector2D cutPoint = dashLastPoint + (segmentVector.Normalized() * cutLength); // start a new dash or blank in the next iteration curDashLength = 0; buildingDash = !buildingDash; // flip from dash to blank and vice-versa dashLastPoint = cutPoint; // don't increment i, we haven't fully traversed this segment yet so we still need to use the same point to take the // direction vector with in the next iteration // this cut point is either the end of the current dash or the beginning of a new dash; either way, we're gonna need it // in the points array. dashedLineOut.m_Points.push_back(cutPoint); if (buildingDash) { // if we're gonna be building a new dash, then cutPoint is now the base point of that new dash, so let's register its // index as a start index of a dash. dashedLineOut.m_StartIndices.push_back(dashedLineOut.m_Points.size() - 1); } } else { // the segment from lastDashPoint to keyPoints[i+1] doesn't suffice to complete the dash, so we need to add keyPoints[i+1] // to this dash's points and continue from there if (buildingDash) // still building the dash, add it to the output (we don't need to store the blanks) dashedLineOut.m_Points.push_back(keyPoints[i+1]); curDashLength += segmentLength; dashLastPoint = keyPoints[i+1]; i++; } } } void SimRender::AngularStepFromChordLen(const float maxChordLength, const float radius, float& out_stepAngle, unsigned& out_numSteps) { float maxAngle = Geometry::ChordToCentralAngle(maxChordLength, radius); out_numSteps = ceilf(float(2*M_PI)/maxAngle); out_stepAngle = float(2*M_PI)/out_numSteps; } // TODO: this serves a similar purpose to SplitLine above, but is more general. Also, SplitLine seems to be implemented more // efficiently, might be nice to take some cues from it void SimRender::SubdividePoints(std::vector& points, float maxSegmentLength, bool closed) { size_t numControlPoints = points.size(); if (numControlPoints < 2) return; ENSURE(maxSegmentLength > 0); size_t endIndex = numControlPoints; if (!closed && numControlPoints > 2) endIndex--; std::vector newPoints; for (size_t i = 0; i < endIndex; i++) { const CVector2D& curPoint = points[i]; const CVector2D& nextPoint = points[(i+1) % numControlPoints]; const CVector2D line(nextPoint - curPoint); CVector2D lineDirection = line.Normalized(); // include control point i + a list of intermediate points between i and i + 1 (excluding i+1 itself) newPoints.push_back(curPoint); // calculate how many intermediate points are needed so that each segment is of length <= maxSegmentLength float lineLength = line.Length(); size_t numSegments = (size_t) ceilf(lineLength / maxSegmentLength); float segmentLength = lineLength / numSegments; for (size_t s = 1; s < numSegments; ++s) // start at one, we already included curPoint { newPoints.push_back(curPoint + lineDirection * (s * segmentLength)); } } points.swap(newPoints); }