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 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 136 137 138 139 140 141 142 143 144 145 146 147 148 149 150 151 152 153 154 155 156 157 158 159 160 161 162 163 164 165 166 167 168 169 170 171 172 173 174 175 176 177 178 179 180 181 182 183 184 185 186 187 188 189 190 191 192 193 194 195 196 197 198 199 200 201 202 203 204 205 206 207 208 209 210 211 212 213 214 215 216 217 218 219 220 221 222 223 224 225 226 227 228 229 230 231 232 233 234 235 236 237 238 239 240 241 242 243 244 245 246 247 248 249 250 251 252 253 254 255 256 257 258 259 260 261 262 263 264 265 266 267 268 269 270 271 272 273 274 275 276 277 278 279 280 281 282 283 284 285 286 287 288 289 290 291 292 293 294 295 296 297 298 299 300 301 302 303 304 305 306 307 308 309 310 311 312 313 314 315 316 317 318 319 320 321 322 323 324 325 326 327 328 329 330 331 332 333 334 335 336 337 338 339 340 341 342 343 344 345 346 347 348 349 350 351 352 353 354 355 356 357 358 359 360 361 362 363 364 365 366 367 368 369 370 371 372 373 374 375 376 377 378 379 380 381 382 383 384 385 386 387 388 389 390 391 392 393 394 395 396 397 398 399 400 401 402 403 404 405 406 407 408 409 410 411 412 413 414 415 416 417 418 419 420 421 422 423 424 425 426 427 428 429 430 431 432 433 434 435 436 437 438 439 440 441 442 443 444 445 446 447 448 449 450 451 452 453 454 455 456 457 458 459 460 461 462 463 464 465 466 467 468 469 470 471 472 473 474 475 476 477 478 479 480 481 482 483 484 485 486 487 488 489 490 491 492 493 494 495 496 497 498 499 500 501 502 503 504 505 506 507 508 509 510 511 512 513 514 515 516 517 518 519 520 521 522 523 524 525 526 527 528 529 530 531 532 533 534 535 536 537 538 539
|
/* 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 "ICmpSelectable.h"
#include "graphics/Overlay.h"
#include "graphics/Terrain.h"
#include "graphics/TextureManager.h"
#include "maths/Ease.h"
#include "maths/MathUtil.h"
#include "maths/Matrix3D.h"
#include "maths/Vector3D.h"
#include "maths/Vector2D.h"
#include "renderer/Scene.h"
#include "renderer/Renderer.h"
#include "simulation2/MessageTypes.h"
#include "simulation2/components/ICmpPosition.h"
#include "simulation2/components/ICmpFootprint.h"
#include "simulation2/components/ICmpVisual.h"
#include "simulation2/components/ICmpTerrain.h"
#include "simulation2/components/ICmpOwnership.h"
#include "simulation2/components/ICmpPlayer.h"
#include "simulation2/components/ICmpPlayerManager.h"
#include "simulation2/components/ICmpWaterManager.h"
#include "simulation2/helpers/Render.h"
class CCmpSelectable : public ICmpSelectable
{
public:
static void ClassInit(CComponentManager& componentManager)
{
componentManager.SubscribeToMessageType(MT_Interpolate);
componentManager.SubscribeToMessageType(MT_RenderSubmit);
componentManager.SubscribeToMessageType(MT_OwnershipChanged);
componentManager.SubscribeToMessageType(MT_PositionChanged);
// TODO: it'd be nice if we didn't get these messages except in the rare
// cases where we're actually drawing a selection highlight
}
DEFAULT_COMPONENT_ALLOCATOR(Selectable)
CCmpSelectable()
: m_DebugBoundingBoxOverlay(NULL), m_DebugSelectionBoxOverlay(NULL),
m_BuildingOverlay(NULL), m_UnitOverlay(NULL),
m_FadeBaselineAlpha(0.f), m_FadeDeltaAlpha(0.f), m_FadeProgress(0.f)
{
m_Color = CColor(0, 0, 0, m_FadeBaselineAlpha);
m_LastRealTime = 0;
}
~CCmpSelectable()
{
delete m_DebugBoundingBoxOverlay;
delete m_DebugSelectionBoxOverlay;
delete m_BuildingOverlay;
delete m_UnitOverlay;
}
static std::string GetSchema()
{
return
"<a:help>Allows this entity to be selected by the player.</a:help>"
"<a:example/>"
"<optional>"
"<element name='EditorOnly' a:help='If this element is present, the entity is only selectable in Atlas'>"
"<empty/>"
"</element>"
"</optional>"
"<element name='Overlay' a:help='Specifies the type of overlay to be displayed when this entity is selected'>"
"<choice>"
"<element name='Texture' a:help='Displays a texture underneath the entity.'>"
"<element name='MainTexture' a:help='Texture to display underneath the entity. Filepath relative to art/textures/selection/.'><text/></element>"
"<element name='MainTextureMask' a:help='Mask texture that controls where to apply player color. Filepath relative to art/textures/selection/.'><text/></element>"
"</element>"
"<element name='Outline' a:help='Traces the outline of the entity with a line texture.'>"
"<element name='LineTexture' a:help='Texture to apply to the line. Filepath relative to art/textures/selection/.'><text/></element>"
"<element name='LineTextureMask' a:help='Texture that controls where to apply player color. Filepath relative to art/textures/selection/.'><text/></element>"
"<element name='LineThickness' a:help='Thickness of the line, in world units.'><ref name='positiveDecimal'/></element>"
"</element>"
"</choice>"
"</element>";
}
virtual void Init(const CParamNode& paramNode)
{
m_EditorOnly = paramNode.GetChild("EditorOnly").IsOk();
const CParamNode& textureNode = paramNode.GetChild("Overlay").GetChild("Texture");
const CParamNode& outlineNode = paramNode.GetChild("Overlay").GetChild("Outline");
const char* textureBasePath = "art/textures/selection/";
// Save some memory by using interned file paths in these descriptors (almost all actors and
// entities have this component, and many use the same textures).
if (textureNode.IsOk())
{
// textured quad mode (dynamic, for units)
m_OverlayDescriptor.m_Type = ICmpSelectable::DYNAMIC_QUAD;
m_OverlayDescriptor.m_QuadTexture = CStrIntern(textureBasePath + textureNode.GetChild("MainTexture").ToUTF8());
m_OverlayDescriptor.m_QuadTextureMask = CStrIntern(textureBasePath + textureNode.GetChild("MainTextureMask").ToUTF8());
}
else if (outlineNode.IsOk())
{
// textured outline mode (static, for buildings)
m_OverlayDescriptor.m_Type = ICmpSelectable::STATIC_OUTLINE;
m_OverlayDescriptor.m_LineTexture = CStrIntern(textureBasePath + outlineNode.GetChild("LineTexture").ToUTF8());
m_OverlayDescriptor.m_LineTextureMask = CStrIntern(textureBasePath + outlineNode.GetChild("LineTextureMask").ToUTF8());
m_OverlayDescriptor.m_LineThickness = outlineNode.GetChild("LineThickness").ToFloat();
}
}
virtual void Deinit() { }
virtual void Serialize(ISerializer& UNUSED(serialize))
{
// Nothing to do here (the overlay object is not worth saving, it'll get
// reconstructed by the GUI soon enough, I think)
}
virtual void Deserialize(const CParamNode& paramNode, IDeserializer& UNUSED(deserialize))
{
// Need to call Init to reload the template properties
Init(paramNode);
}
virtual void HandleMessage(const CMessage& msg, bool UNUSED(global));
virtual void SetSelectionHighlight(CColor color)
{
m_Color.r = color.r;
m_Color.g = color.g;
m_Color.b = color.b;
SetSelectionHighlightAlpha(color.a);
}
virtual void SetSelectionHighlightAlpha(float alpha)
{
// set up fading from the current value (as the baseline) to the target value
m_FadeBaselineAlpha = m_Color.a;
m_FadeDeltaAlpha = alpha - m_FadeBaselineAlpha;
m_FadeProgress = 0.f;
}
virtual bool IsEditorOnly()
{
return m_EditorOnly;
}
void RenderSubmit(SceneCollector& collector);
/**
* Called from RenderSubmit if using a static outline; responsible for ensuring that the static overlay
* is up-to-date before it is rendered. Has no effect unless the static overlay is explicitly marked as
* invalid first (see InvalidateStaticOverlay).
*/
void UpdateStaticOverlay();
/**
* Called from the interpolation handler; responsible for ensuring the dynamic overlay (provided we're
* using one) is up-to-date and ready to be submitted to the next rendering run.
*/
void UpdateDynamicOverlay(float frameOffset);
/// Explicitly invalidates the static overlay.
void InvalidateStaticOverlay();
private:
SOverlayDescriptor m_OverlayDescriptor;
SOverlayTexturedLine* m_BuildingOverlay;
SOverlayQuad* m_UnitOverlay;
SOverlayLine* m_DebugBoundingBoxOverlay;
SOverlayLine* m_DebugSelectionBoxOverlay;
bool m_EditorOnly;
/// Current selection overlay color. Alpha component is subject to fading.
CColor m_Color;
/// Baseline alpha value to start fading from. Constant during a single fade.
float m_FadeBaselineAlpha;
/// Delta between target and baseline alpha. Constant during a single fade. Can be positive or negative.
float m_FadeDeltaAlpha;
/// Linear time progress of the fade, between 0 and m_FadeDuration.
float m_FadeProgress;
/// Total duration of a single fade, in seconds. Assumed constant for now; feel free to change this into
/// a member variable if you need to adjust it per component.
static const double FADE_DURATION;
double m_LastRealTime; // temporary member, only here to support the TODO case in HandleMessage.
};
const double CCmpSelectable::FADE_DURATION = 0.3;
void CCmpSelectable::HandleMessage(const CMessage& msg, bool UNUSED(global))
{
switch (msg.GetType())
{
case MT_Interpolate:
{
// TODO: temporary solution using real elapsed time instead of simulation time to prevent
// the overlay fades from not happening in atlas while the simulation is paused. As a cleaner
// solution, we should add a field to CMessageInterpolate that holds an elapsed real time delta.
//static double lastRealTime = 0;
const double currentRealTime = timer_Time();
float deltaRealTime = (float)(currentRealTime - m_LastRealTime);
m_LastRealTime = currentRealTime;
if (m_FadeDeltaAlpha != 0.f)
{
m_FadeProgress += deltaRealTime;
if (m_FadeProgress >= FADE_DURATION)
{
const float targetAlpha = m_FadeBaselineAlpha + m_FadeDeltaAlpha;
// stop the fade
m_Color.a = targetAlpha;
m_FadeBaselineAlpha = targetAlpha;
m_FadeDeltaAlpha = 0.f;
m_FadeProgress = FADE_DURATION; // will need to be reset to start the next fade again
}
else
{
m_Color.a = Ease::QuartOut(m_FadeProgress, m_FadeBaselineAlpha, m_FadeDeltaAlpha, FADE_DURATION);
}
}
// update dynamic overlay only when visible
if (m_Color.a > 0)
{
const CMessageInterpolate& msgData = static_cast<const CMessageInterpolate&> (msg);
UpdateDynamicOverlay(msgData.offset);
}
break;
}
case MT_OwnershipChanged:
{
const CMessageOwnershipChanged& msgData = static_cast<const CMessageOwnershipChanged&> (msg);
// don't update color if there's no new owner (e.g. the unit died)
if (msgData.to == INVALID_PLAYER)
break;
// update the selection highlight color
CmpPtr<ICmpPlayerManager> cmpPlayerManager(GetSimContext(), SYSTEM_ENTITY);
if (!cmpPlayerManager)
break;
CmpPtr<ICmpPlayer> cmpPlayer(GetSimContext(), cmpPlayerManager->GetPlayerByID(msgData.to));
if (!cmpPlayer)
break;
// Update the highlight color, while keeping the current alpha target value intact
// (i.e. baseline + delta), so that any ongoing fades simply continue with the new color.
CColor color = cmpPlayer->GetColour();
SetSelectionHighlight(CColor(color.r, color.g, color.b, m_FadeBaselineAlpha + m_FadeDeltaAlpha));
}
// fall-through
case MT_PositionChanged:
{
InvalidateStaticOverlay();
break;
}
case MT_RenderSubmit:
{
const CMessageRenderSubmit& msgData = static_cast<const CMessageRenderSubmit&> (msg);
RenderSubmit(msgData.collector);
break;
}
}
}
void CCmpSelectable::InvalidateStaticOverlay()
{
SAFE_DELETE(m_BuildingOverlay);
}
void CCmpSelectable::UpdateStaticOverlay()
{
// Static overlays are allocated once and not updated until they are explicitly deleted again
// (see InvalidateStaticOverlay). Since they are expected to change rarely (if ever) during
// normal gameplay, this saves us doing all the work below on each frame.
if (m_BuildingOverlay || m_OverlayDescriptor.m_Type != STATIC_OUTLINE)
return;
if (!CRenderer::IsInitialised())
return;
entity_id_t entityId = GetEntityId();
CmpPtr<ICmpPosition> cmpPosition(GetSimContext(), entityId);
CmpPtr<ICmpFootprint> cmpFootprint(GetSimContext(), entityId);
if (!cmpFootprint || !cmpPosition || !cmpPosition->IsInWorld())
return;
CmpPtr<ICmpTerrain> cmpTerrain(GetSimContext(), SYSTEM_ENTITY);
if (!cmpTerrain)
return; // should never happen
// grab position/footprint data
CFixedVector2D position = cmpPosition->GetPosition2D();
CFixedVector3D rotation = cmpPosition->GetRotation();
ICmpFootprint::EShape fpShape;
entity_pos_t fpSize0_fixed, fpSize1_fixed, fpHeight_fixed;
cmpFootprint->GetShape(fpShape, fpSize0_fixed, fpSize1_fixed, fpHeight_fixed);
CTextureProperties texturePropsBase(m_OverlayDescriptor.m_LineTexture.c_str());
texturePropsBase.SetWrap(GL_CLAMP_TO_BORDER, GL_CLAMP_TO_EDGE);
texturePropsBase.SetMaxAnisotropy(4.f);
CTextureProperties texturePropsMask(m_OverlayDescriptor.m_LineTextureMask.c_str());
texturePropsMask.SetWrap(GL_CLAMP_TO_BORDER, GL_CLAMP_TO_EDGE);
texturePropsMask.SetMaxAnisotropy(4.f);
// -------------------------------------------------------------------------------------
m_BuildingOverlay = new SOverlayTexturedLine;
m_BuildingOverlay->m_AlwaysVisible = false;
m_BuildingOverlay->m_Closed = true;
m_BuildingOverlay->m_SimContext = &GetSimContext();
m_BuildingOverlay->m_Thickness = m_OverlayDescriptor.m_LineThickness;
m_BuildingOverlay->m_TextureBase = g_Renderer.GetTextureManager().CreateTexture(texturePropsBase);
m_BuildingOverlay->m_TextureMask = g_Renderer.GetTextureManager().CreateTexture(texturePropsMask);
CVector2D origin(position.X.ToFloat(), position.Y.ToFloat());
switch (fpShape)
{
case ICmpFootprint::SQUARE:
{
float s = sinf(-rotation.Y.ToFloat());
float c = cosf(-rotation.Y.ToFloat());
CVector2D unitX(c, s);
CVector2D unitZ(-s, c);
// add half the line thickness to the radius so that we get an 'outside' stroke of the footprint shape
const float halfSizeX = fpSize0_fixed.ToFloat()/2.f + m_BuildingOverlay->m_Thickness/2.f;
const float halfSizeZ = fpSize1_fixed.ToFloat()/2.f + m_BuildingOverlay->m_Thickness/2.f;
std::vector<CVector2D> points;
points.push_back(CVector2D(origin + unitX * halfSizeX + unitZ *(-halfSizeZ)));
points.push_back(CVector2D(origin + unitX *(-halfSizeX) + unitZ *(-halfSizeZ)));
points.push_back(CVector2D(origin + unitX *(-halfSizeX) + unitZ * halfSizeZ));
points.push_back(CVector2D(origin + unitX * halfSizeX + unitZ * halfSizeZ));
SimRender::SubdividePoints(points, TERRAIN_TILE_SIZE/3.f, m_BuildingOverlay->m_Closed);
m_BuildingOverlay->PushCoords(points);
}
break;
case ICmpFootprint::CIRCLE:
{
const float radius = fpSize0_fixed.ToFloat() + m_BuildingOverlay->m_Thickness/3.f;
if (radius > 0) // prevent catastrophic failure
{
float stepAngle;
unsigned numSteps;
SimRender::AngularStepFromChordLen(TERRAIN_TILE_SIZE/3.f, radius, stepAngle, numSteps);
for (unsigned i = 0; i < numSteps; i++) // '<' is sufficient because the line is closed automatically
{
float angle = i * stepAngle;
float px = origin.X + radius * sinf(angle);
float pz = origin.Y + radius * cosf(angle);
m_BuildingOverlay->PushCoords(px, pz);
}
}
}
break;
}
ENSURE(m_BuildingOverlay);
}
void CCmpSelectable::UpdateDynamicOverlay(float frameOffset)
{
// Dynamic overlay lines are allocated once and never deleted. Since they are expected to change frequently,
// they are assumed dirty on every call to this function, and we should therefore use this function more
// thoughtfully than calling it right before every frame render.
if (m_OverlayDescriptor.m_Type != DYNAMIC_QUAD)
return;
if (!CRenderer::IsInitialised())
return;
entity_id_t entityId = GetEntityId();
CmpPtr<ICmpPosition> cmpPosition(GetSimContext(), entityId);
CmpPtr<ICmpFootprint> cmpFootprint(GetSimContext(), entityId);
if (!cmpFootprint || !cmpPosition || !cmpPosition->IsInWorld())
return;
float rotY;
CVector2D position;
cmpPosition->GetInterpolatedPosition2D(frameOffset, position.X, position.Y, rotY);
CmpPtr<ICmpWaterManager> cmpWaterManager(GetSimContext(), SYSTEM_ENTITY);
CmpPtr<ICmpTerrain> cmpTerrain(GetSimContext(), SYSTEM_ENTITY);
ENSURE(cmpWaterManager && cmpTerrain);
CTerrain* terrain = cmpTerrain->GetCTerrain();
ENSURE(terrain);
ICmpFootprint::EShape fpShape;
entity_pos_t fpSize0_fixed, fpSize1_fixed, fpHeight_fixed;
cmpFootprint->GetShape(fpShape, fpSize0_fixed, fpSize1_fixed, fpHeight_fixed);
// ---------------------------------------------------------------------------------
if (!m_UnitOverlay)
{
m_UnitOverlay = new SOverlayQuad;
// Assuming we don't need the capability of swapping textures on-demand.
CTextureProperties texturePropsBase(m_OverlayDescriptor.m_QuadTexture.c_str());
texturePropsBase.SetWrap(GL_CLAMP_TO_BORDER, GL_CLAMP_TO_EDGE);
texturePropsBase.SetMaxAnisotropy(4.f);
CTextureProperties texturePropsMask(m_OverlayDescriptor.m_QuadTextureMask.c_str());
texturePropsMask.SetWrap(GL_CLAMP_TO_BORDER, GL_CLAMP_TO_EDGE);
texturePropsMask.SetMaxAnisotropy(4.f);
m_UnitOverlay->m_Texture = g_Renderer.GetTextureManager().CreateTexture(texturePropsBase);
m_UnitOverlay->m_TextureMask = g_Renderer.GetTextureManager().CreateTexture(texturePropsMask);
}
m_UnitOverlay->m_Color = m_Color;
// TODO: some code duplication here :< would be nice to factor out getting the corner points of an
// entity based on its footprint sizes (and regardless of whether it's a circle or a square)
float s = sinf(-rotY);
float c = cosf(-rotY);
CVector2D unitX(c, s);
CVector2D unitZ(-s, c);
float halfSizeX = fpSize0_fixed.ToFloat();
float halfSizeZ = fpSize1_fixed.ToFloat();
if (fpShape == ICmpFootprint::SQUARE)
{
halfSizeX /= 2.0f;
halfSizeZ /= 2.0f;
}
std::vector<CVector2D> points;
points.push_back(CVector2D(position + unitX *(-halfSizeX) + unitZ * halfSizeZ)); // top left
points.push_back(CVector2D(position + unitX *(-halfSizeX) + unitZ *(-halfSizeZ))); // bottom left
points.push_back(CVector2D(position + unitX * halfSizeX + unitZ *(-halfSizeZ))); // bottom right
points.push_back(CVector2D(position + unitX * halfSizeX + unitZ * halfSizeZ)); // top right
for (int i=0; i < 4; i++)
{
float quadY = std::max(
terrain->GetExactGroundLevel(points[i].X, points[i].Y),
cmpWaterManager->GetExactWaterLevel(points[i].X, points[i].Y)
);
m_UnitOverlay->m_Corners[i] = CVector3D(points[i].X, quadY, points[i].Y);
}
}
void CCmpSelectable::RenderSubmit(SceneCollector& collector)
{
// don't render selection overlay if it's not gonna be visible
if (m_Color.a > 0)
{
switch (m_OverlayDescriptor.m_Type)
{
case STATIC_OUTLINE:
{
UpdateStaticOverlay();
m_BuildingOverlay->m_Color = m_Color; // done separately so alpha changes don't require a full update call
collector.Submit(m_BuildingOverlay);
}
break;
case DYNAMIC_QUAD:
{
if (m_UnitOverlay)
collector.Submit(m_UnitOverlay);
}
break;
default:
break;
}
}
// Render bounding box debug overlays if we have a positive target alpha value. This ensures
// that the debug overlays respond immediately to deselection without delay from fading out.
if (m_FadeBaselineAlpha + m_FadeDeltaAlpha > 0)
{
if (ICmpSelectable::ms_EnableDebugOverlays)
{
// allocate debug overlays on-demand
if (!m_DebugBoundingBoxOverlay) m_DebugBoundingBoxOverlay = new SOverlayLine;
if (!m_DebugSelectionBoxOverlay) m_DebugSelectionBoxOverlay = new SOverlayLine;
CmpPtr<ICmpVisual> cmpVisual(GetSimContext(), GetEntityId());
if (cmpVisual)
{
SimRender::ConstructBoxOutline(cmpVisual->GetBounds(), *m_DebugBoundingBoxOverlay);
m_DebugBoundingBoxOverlay->m_Thickness = 2;
m_DebugBoundingBoxOverlay->m_Color = CColor(1.f, 0.f, 0.f, 1.f);
SimRender::ConstructBoxOutline(cmpVisual->GetSelectionBox(), *m_DebugSelectionBoxOverlay);
m_DebugSelectionBoxOverlay->m_Thickness = 2;
m_DebugSelectionBoxOverlay->m_Color = CColor(0.f, 1.f, 0.f, 1.f);
collector.Submit(m_DebugBoundingBoxOverlay);
collector.Submit(m_DebugSelectionBoxOverlay);
}
}
else
{
// reclaim debug overlay line memory when no longer debugging (and make sure to set to zero after deletion)
if (m_DebugBoundingBoxOverlay) SAFE_DELETE(m_DebugBoundingBoxOverlay);
if (m_DebugSelectionBoxOverlay) SAFE_DELETE(m_DebugSelectionBoxOverlay);
}
}
}
REGISTER_COMPONENT_TYPE(Selectable)
|