1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 136 137 138 139 140 141 142 143 144 145 146 147 148 149 150 151 152 153 154 155 156 157 158 159 160 161 162 163 164 165 166 167 168 169 170 171 172 173 174 175 176 177 178 179 180 181 182 183 184 185 186 187 188 189 190 191 192 193 194 195 196 197 198 199 200 201 202 203 204 205 206 207 208 209 210 211 212 213 214 215 216 217 218 219 220 221 222 223 224 225 226 227 228 229 230 231 232 233 234 235 236 237 238 239 240 241 242 243 244 245 246 247 248 249 250 251 252 253 254 255
|
/* Copyright (C) 2012 Wildfire Games.
* This file is part of 0 A.D.
*
* 0 A.D. is free software: you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation, either version 2 of the License, or
* (at your option) any later version.
*
* 0 A.D. is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with 0 A.D. If not, see <http://www.gnu.org/licenses/>.
*/
#include "precompiled.h"
#include "simulation2/system/Component.h"
#include "ICmpFootprint.h"
#include "simulation2/components/ICmpObstruction.h"
#include "simulation2/components/ICmpObstructionManager.h"
#include "simulation2/components/ICmpPathfinder.h"
#include "simulation2/components/ICmpPosition.h"
#include "simulation2/components/ICmpUnitMotion.h"
#include "simulation2/MessageTypes.h"
#include "graphics/Terrain.h" // For TERRAIN_TILE_SIZE
#include "maths/FixedVector2D.h"
class CCmpFootprint : public ICmpFootprint
{
public:
static void ClassInit(CComponentManager& UNUSED(componentManager))
{
}
DEFAULT_COMPONENT_ALLOCATOR(Footprint)
EShape m_Shape;
entity_pos_t m_Size0; // width/radius
entity_pos_t m_Size1; // height/radius
entity_pos_t m_Height;
static std::string GetSchema()
{
return
"<a:help>Approximation of the entity's shape, for collision detection and outline rendering. "
"Shapes are flat horizontal squares or circles, extended vertically to a given height.</a:help>"
"<a:example>"
"<Square width='3.0' height='3.0'/>"
"<Height>0.0</Height>"
"</a:example>"
"<a:example>"
"<Circle radius='0.5'/>"
"<Height>0.0</Height>"
"</a:example>"
"<choice>"
"<element name='Square' a:help='Set the footprint to a square of the given size'>"
"<attribute name='width' a:help='Size of the footprint along the left/right direction (in metres)'>"
"<ref name='positiveDecimal'/>"
"</attribute>"
"<attribute name='depth' a:help='Size of the footprint along the front/back direction (in metres)'>"
"<ref name='positiveDecimal'/>"
"</attribute>"
"</element>"
"<element name='Circle' a:help='Set the footprint to a circle of the given size'>"
"<attribute name='radius' a:help='Radius of the footprint (in metres)'>"
"<ref name='positiveDecimal'/>"
"</attribute>"
"</element>"
"</choice>"
"<element name='Height' a:help='Vertical extent of the footprint (in metres)'>"
"<ref name='nonNegativeDecimal'/>"
"</element>";
}
virtual void Init(const CParamNode& paramNode)
{
if (paramNode.GetChild("Square").IsOk())
{
m_Shape = SQUARE;
m_Size0 = paramNode.GetChild("Square").GetChild("@width").ToFixed();
m_Size1 = paramNode.GetChild("Square").GetChild("@depth").ToFixed();
}
else if (paramNode.GetChild("Circle").IsOk())
{
m_Shape = CIRCLE;
m_Size0 = m_Size1 = paramNode.GetChild("Circle").GetChild("@radius").ToFixed();
}
else
{
// Error - pick some default
m_Shape = CIRCLE;
m_Size0 = m_Size1 = entity_pos_t::FromInt(1);
}
m_Height = paramNode.GetChild("Height").ToFixed();
}
virtual void Deinit()
{
}
virtual void Serialize(ISerializer& UNUSED(serialize))
{
// No dynamic state to serialize
}
virtual void Deserialize(const CParamNode& paramNode, IDeserializer& UNUSED(deserialize))
{
Init(paramNode);
}
virtual void GetShape(EShape& shape, entity_pos_t& size0, entity_pos_t& size1, entity_pos_t& height)
{
shape = m_Shape;
size0 = m_Size0;
size1 = m_Size1;
height = m_Height;
}
virtual CFixedVector3D PickSpawnPoint(entity_id_t spawned)
{
// Try to find a free space around the building's footprint.
// (Note that we use the footprint, not the obstruction shape - this might be a bit dodgy
// because the footprint might be inside the obstruction, but it hopefully gives us a nicer
// shape.)
const CFixedVector3D error(fixed::FromInt(-1), fixed::FromInt(-1), fixed::FromInt(-1));
CmpPtr<ICmpPosition> cmpPosition(GetSimContext(), GetEntityId());
if (!cmpPosition || !cmpPosition->IsInWorld())
return error;
CmpPtr<ICmpObstructionManager> cmpObstructionManager(GetSimContext(), SYSTEM_ENTITY);
if (!cmpObstructionManager)
return error;
entity_pos_t spawnedRadius;
ICmpObstructionManager::tag_t spawnedTag;
CmpPtr<ICmpObstruction> cmpSpawnedObstruction(GetSimContext(), spawned);
if (cmpSpawnedObstruction)
{
spawnedRadius = cmpSpawnedObstruction->GetUnitRadius();
spawnedTag = cmpSpawnedObstruction->GetObstruction();
}
// else use zero radius
// Get passability class from UnitMotion
CmpPtr<ICmpUnitMotion> cmpUnitMotion(GetSimContext(), spawned);
if (!cmpUnitMotion)
return error;
ICmpPathfinder::pass_class_t spawnedPass = cmpUnitMotion->GetPassabilityClass();
CmpPtr<ICmpPathfinder> cmpPathfinder(GetSimContext(), SYSTEM_ENTITY);
if (!cmpPathfinder)
return error;
CFixedVector2D initialPos = cmpPosition->GetPosition2D();
entity_angle_t initialAngle = cmpPosition->GetRotation().Y;
// Max spawning distance in tiles
const i32 maxSpawningDistance = 4;
if (m_Shape == CIRCLE)
{
// Expand outwards from foundation
for (i32 dist = 0; dist <= maxSpawningDistance; ++dist)
{
// The spawn point should be far enough from this footprint to fit the unit, plus a little gap
entity_pos_t clearance = spawnedRadius + entity_pos_t::FromInt(2 + (int)TERRAIN_TILE_SIZE*dist);
entity_pos_t radius = m_Size0 + clearance;
// Try equally-spaced points around the circle in alternating directions, starting from the front
const i32 numPoints = 31 + 2*dist;
for (i32 i = 0; i < (numPoints+1)/2; i = (i > 0 ? -i : 1-i)) // [0, +1, -1, +2, -2, ... (np-1)/2, -(np-1)/2]
{
entity_angle_t angle = initialAngle + (entity_angle_t::Pi()*2).Multiply(entity_angle_t::FromInt(i)/(int)numPoints);
fixed s, c;
sincos_approx(angle, s, c);
CFixedVector3D pos (initialPos.X + s.Multiply(radius), fixed::Zero(), initialPos.Y + c.Multiply(radius));
SkipTagObstructionFilter filter(spawnedTag); // ignore collisions with the spawned entity
if (cmpPathfinder->CheckUnitPlacement(filter, pos.X, pos.Z, spawnedRadius, spawnedPass))
return pos; // this position is okay, so return it
}
}
}
else
{
fixed s, c;
sincos_approx(initialAngle, s, c);
// Expand outwards from foundation
for (i32 dist = 0; dist <= maxSpawningDistance; ++dist)
{
// The spawn point should be far enough from this footprint to fit the unit, plus a little gap
entity_pos_t clearance = spawnedRadius + entity_pos_t::FromInt(2 + (int)TERRAIN_TILE_SIZE*dist);
for (i32 edge = 0; edge < 4; ++edge)
{
// Try equally-spaced points along the edge in alternating directions, starting from the middle
const i32 numPoints = 9 + 2*dist;
// Compute the direction and length of the current edge
CFixedVector2D dir;
fixed sx, sy;
switch (edge)
{
case 0:
dir = CFixedVector2D(c, -s);
sx = m_Size0;
sy = m_Size1;
break;
case 1:
dir = CFixedVector2D(-s, -c);
sx = m_Size1;
sy = m_Size0;
break;
case 2:
dir = CFixedVector2D(s, c);
sx = m_Size1;
sy = m_Size0;
break;
case 3:
dir = CFixedVector2D(-c, s);
sx = m_Size0;
sy = m_Size1;
break;
}
CFixedVector2D center = initialPos - dir.Perpendicular().Multiply(sy/2 + clearance);
dir = dir.Multiply((sx + clearance*2) / (int)(numPoints-1));
for (i32 i = 0; i < (numPoints+1)/2; i = (i > 0 ? -i : 1-i)) // [0, +1, -1, +2, -2, ... (np-1)/2, -(np-1)/2]
{
CFixedVector2D pos (center + dir*i);
SkipTagObstructionFilter filter(spawnedTag); // ignore collisions with the spawned entity
if (cmpPathfinder->CheckUnitPlacement(filter, pos.X, pos.Y, spawnedRadius, spawnedPass))
return CFixedVector3D(pos.X, fixed::Zero(), pos.Y); // this position is okay, so return it
}
}
}
}
return error;
}
};
REGISTER_COMPONENT_TYPE(Footprint)
|