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/* 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 "ICmpVisual.h"
#include "ICmpOwnership.h"
#include "ICmpPosition.h"
#include "ICmpRangeManager.h"
#include "ICmpVision.h"
#include "simulation2/MessageTypes.h"
#include "simulation2/components/ICmpFootprint.h"
#include "graphics/Frustum.h"
#include "graphics/Model.h"
#include "graphics/ObjectBase.h"
#include "graphics/ObjectEntry.h"
#include "graphics/Unit.h"
#include "graphics/UnitAnimation.h"
#include "graphics/UnitManager.h"
#include "maths/Matrix3D.h"
#include "maths/Vector3D.h"
#include "ps/CLogger.h"
#include "renderer/Scene.h"
class CCmpVisualActor : public ICmpVisual
{
public:
static void ClassInit(CComponentManager& componentManager)
{
componentManager.SubscribeToMessageType(MT_Update_Final);
componentManager.SubscribeToMessageType(MT_Interpolate);
componentManager.SubscribeToMessageType(MT_RenderSubmit);
componentManager.SubscribeToMessageType(MT_OwnershipChanged);
componentManager.SubscribeGloballyToMessageType(MT_TerrainChanged);
}
DEFAULT_COMPONENT_ALLOCATOR(VisualActor)
std::wstring m_ActorName;
CUnit* m_Unit;
fixed m_R, m_G, m_B; // shading colour
ICmpRangeManager::ELosVisibility m_Visibility; // only valid between Interpolate and RenderSubmit
// Current animation state
fixed m_AnimRunThreshold; // if non-zero this is the special walk/run mode
std::string m_AnimName;
bool m_AnimOnce;
fixed m_AnimSpeed;
std::wstring m_SoundGroup;
fixed m_AnimDesync;
fixed m_AnimSyncRepeatTime; // 0.0 if not synced
static std::string GetSchema()
{
return
"<a:help>Display the unit using the engine's actor system.</a:help>"
"<a:example>"
"<Actor>units/hellenes/infantry_spearman_b.xml</Actor>"
"</a:example>"
"<a:example>"
"<Actor>structures/hellenes/barracks.xml</Actor>"
"<FoundationActor>structures/fndn_4x4.xml</FoundationActor>"
"</a:example>"
"<element name='Actor' a:help='Filename of the actor to be used for this unit'>"
"<text/>"
"</element>"
"<optional>"
"<element name='FoundationActor' a:help='Filename of the actor to be used the foundation while this unit is being constructed'>"
"<text/>"
"</element>"
"</optional>"
"<optional>"
"<element name='Foundation' a:help='Used internally; if present the unit will be rendered as a foundation'>"
"<empty/>"
"</element>"
"</optional>"
"<element name='SilhouetteDisplay'>"
"<data type='boolean'/>"
"</element>"
"<element name='SilhouetteOccluder'>"
"<data type='boolean'/>"
"</element>"
"<optional>"
"<element name='SelectionShape'>"
"<choice>"
"<element name='Bounds' a:help='Determines the selection box based on the model bounds'>"
"<empty/>"
"</element>"
"<element name='Footprint' a:help='Determines the selection box based on the entity Footprint component'>"
"<empty/>"
"</element>"
"<element name='Box' a:help='Sets the selection shape to a box of specified dimensions'>"
"<attribute name='width'>"
"<ref name='positiveDecimal' />"
"</attribute>"
"<attribute name='height'>"
"<ref name='positiveDecimal' />"
"</attribute>"
"<attribute name='depth'>"
"<ref name='positiveDecimal' />"
"</attribute>"
"</element>"
"<element name='Cylinder' a:help='Sets the selection shape to a cylinder of specified dimensions'>"
"<attribute name='radius'>"
"<ref name='positiveDecimal' />"
"</attribute>"
"<attribute name='height'>"
"<ref name='positiveDecimal' />"
"</attribute>"
"</element>"
"</choice>"
"</element>"
"</optional>";
}
virtual void Init(const CParamNode& paramNode)
{
m_Unit = NULL;
m_R = m_G = m_B = fixed::FromInt(1);
if (!GetSimContext().HasUnitManager())
return; // do nothing further if graphics are disabled
// TODO: we should do some fancy animation of under-construction buildings rising from the ground,
// but for now we'll just use the foundation actor and ignore the normal one
if (paramNode.GetChild("Foundation").IsOk() && paramNode.GetChild("FoundationActor").IsOk())
m_ActorName = paramNode.GetChild("FoundationActor").ToString();
else
m_ActorName = paramNode.GetChild("Actor").ToString();
std::set<CStr> selections;
m_Unit = GetSimContext().GetUnitManager().CreateUnit(m_ActorName, GetActorSeed(), selections);
if (m_Unit)
{
CModelAbstract& model = m_Unit->GetModel();
if (model.ToCModel())
{
u32 modelFlags = 0;
if (paramNode.GetChild("SilhouetteDisplay").ToBool())
modelFlags |= MODELFLAG_SILHOUETTE_DISPLAY;
if (paramNode.GetChild("SilhouetteOccluder").ToBool())
modelFlags |= MODELFLAG_SILHOUETTE_OCCLUDER;
CmpPtr<ICmpVision> cmpVision(GetSimContext(), GetEntityId());
if (cmpVision && cmpVision->GetAlwaysVisible())
modelFlags |= MODELFLAG_IGNORE_LOS;
model.ToCModel()->AddFlagsRec(modelFlags);
}
// Initialize the model's selection shape descriptor. This currently relies on the component initialization order; the
// Footprint component must be initialized before this component (VisualActor) to support the ability to use the footprint
// shape for the selection box (instead of the default recursive bounding box). See TypeList.h for the order in
// which components are initialized; if for whatever reason you need to get rid of this dependency, you can always just
// initialize the selection shape descriptor on-demand.
InitSelectionShapeDescriptor(model, paramNode);
m_Unit->SetID(GetEntityId());
}
SelectAnimation("idle", false, fixed::FromInt(1), L"");
}
virtual void Deinit()
{
if (m_Unit)
{
GetSimContext().GetUnitManager().DeleteUnit(m_Unit);
m_Unit = NULL;
}
}
template<typename S>
void SerializeCommon(S& serialize)
{
// TODO: store random variation. This ought to be synchronised across saved games
// and networks, so everyone sees the same thing. Saving the list of selection strings
// would be awfully inefficient, so actors should be changed to (by default) represent
// variations with a 16-bit RNG seed (selected randomly when creating new units, or
// when someone hits the "randomise" button in the map editor), only overridden with
// a list of strings if it really needs to be a specific variation.
serialize.NumberFixed_Unbounded("r", m_R);
serialize.NumberFixed_Unbounded("g", m_G);
serialize.NumberFixed_Unbounded("b", m_B);
serialize.NumberFixed_Unbounded("anim run threshold", m_AnimRunThreshold);
serialize.StringASCII("anim name", m_AnimName, 0, 256);
serialize.Bool("anim once", m_AnimOnce);
serialize.NumberFixed_Unbounded("anim speed", m_AnimSpeed);
serialize.String("sound group", m_SoundGroup, 0, 256);
serialize.NumberFixed_Unbounded("anim desync", m_AnimDesync);
serialize.NumberFixed_Unbounded("anim sync repeat time", m_AnimSyncRepeatTime);
// TODO: store actor variables?
}
virtual void Serialize(ISerializer& serialize)
{
// TODO: store the actor name, if !debug and it differs from the template
if (serialize.IsDebug())
{
serialize.String("actor", m_ActorName, 0, 256);
}
SerializeCommon(serialize);
}
virtual void Deserialize(const CParamNode& paramNode, IDeserializer& deserialize)
{
Init(paramNode);
SerializeCommon(deserialize);
fixed repeattime = m_AnimSyncRepeatTime; // save because SelectAnimation overwrites it
if (m_AnimRunThreshold.IsZero())
SelectAnimation(m_AnimName, m_AnimOnce, m_AnimSpeed, m_SoundGroup);
else
SelectMovementAnimation(m_AnimRunThreshold);
SetAnimationSyncRepeat(repeattime);
if (m_Unit)
{
CmpPtr<ICmpOwnership> cmpOwnership(GetSimContext(), GetEntityId());
if (cmpOwnership)
m_Unit->GetModel().SetPlayerID(cmpOwnership->GetOwner());
}
}
virtual void HandleMessage(const CMessage& msg, bool UNUSED(global))
{
// Quick exit for running in non-graphical mode
if (m_Unit == NULL)
return;
switch (msg.GetType())
{
case MT_Update_Final:
{
const CMessageUpdate_Final& msgData = static_cast<const CMessageUpdate_Final&> (msg);
Update(msgData.turnLength);
break;
}
case MT_Interpolate:
{
const CMessageInterpolate& msgData = static_cast<const CMessageInterpolate&> (msg);
Interpolate(msgData.frameTime, msgData.offset);
break;
}
case MT_RenderSubmit:
{
const CMessageRenderSubmit& msgData = static_cast<const CMessageRenderSubmit&> (msg);
RenderSubmit(msgData.collector, msgData.frustum, msgData.culling);
break;
}
case MT_OwnershipChanged:
{
const CMessageOwnershipChanged& msgData = static_cast<const CMessageOwnershipChanged&> (msg);
m_Unit->GetModel().SetPlayerID(msgData.to);
break;
}
case MT_TerrainChanged:
{
const CMessageTerrainChanged& msgData = static_cast<const CMessageTerrainChanged&> (msg);
m_Unit->GetModel().SetTerrainDirty(msgData.i0, msgData.j0, msgData.i1, msgData.j1);
break;
}
}
}
virtual CBoundingBoxAligned GetBounds()
{
if (!m_Unit)
return CBoundingBoxAligned::EMPTY;
return m_Unit->GetModel().GetWorldBounds();
}
virtual CUnit* GetUnit()
{
return m_Unit;
}
virtual CBoundingBoxOriented GetSelectionBox()
{
if (!m_Unit)
return CBoundingBoxOriented::EMPTY;
return m_Unit->GetModel().GetSelectionBox();
}
virtual CVector3D GetPosition()
{
if (!m_Unit)
return CVector3D(0, 0, 0);
return m_Unit->GetModel().GetTransform().GetTranslation();
}
virtual std::wstring GetActorShortName()
{
if (!m_Unit)
return L"";
return m_Unit->GetObject().m_Base->m_ShortName;
}
virtual std::wstring GetProjectileActor()
{
if (!m_Unit)
return L"";
return m_Unit->GetObject().m_ProjectileModelName;
}
virtual CVector3D GetProjectileLaunchPoint()
{
if (!m_Unit)
return CVector3D();
if (m_Unit->GetModel().ToCModel())
{
// Ensure the prop transforms are correct
m_Unit->GetModel().ValidatePosition();
CModelAbstract* ammo = m_Unit->GetModel().ToCModel()->FindFirstAmmoProp();
if (ammo)
return ammo->GetTransform().GetTranslation();
}
return CVector3D();
}
virtual void SelectAnimation(std::string name, bool once, fixed speed, std::wstring soundgroup)
{
m_AnimRunThreshold = fixed::Zero();
m_AnimName = name;
m_AnimOnce = once;
m_AnimSpeed = speed;
m_SoundGroup = soundgroup;
m_AnimDesync = fixed::FromInt(1)/20; // TODO: make this an argument
m_AnimSyncRepeatTime = fixed::Zero();
if (m_Unit)
{
m_Unit->SetEntitySelection(m_AnimName);
if (m_Unit->GetAnimation())
m_Unit->GetAnimation()->SetAnimationState(m_AnimName, m_AnimOnce, m_AnimSpeed.ToFloat(), m_AnimDesync.ToFloat(), m_SoundGroup.c_str());
}
}
virtual void SetUnitEntitySelection(const CStr& selection)
{
if (m_Unit)
{
m_Unit->SetEntitySelection(selection);
}
}
virtual void SelectMovementAnimation(fixed runThreshold)
{
m_AnimRunThreshold = runThreshold;
if (m_Unit)
{
m_Unit->SetEntitySelection("walk");
if (m_Unit->GetAnimation())
m_Unit->GetAnimation()->SetAnimationState("walk", false, 1.f, 0.f, L"");
}
}
virtual void SetAnimationSyncRepeat(fixed repeattime)
{
m_AnimSyncRepeatTime = repeattime;
if (m_Unit)
{
if (m_Unit->GetAnimation())
m_Unit->GetAnimation()->SetAnimationSyncRepeat(m_AnimSyncRepeatTime.ToFloat());
}
}
virtual void SetAnimationSyncOffset(fixed actiontime)
{
if (m_Unit)
{
if (m_Unit->GetAnimation())
m_Unit->GetAnimation()->SetAnimationSyncOffset(actiontime.ToFloat());
}
}
virtual void SetShadingColour(fixed r, fixed g, fixed b, fixed a)
{
m_R = r;
m_G = g;
m_B = b;
UNUSED2(a); // TODO: why is this even an argument?
}
virtual void SetVariable(std::string name, float value)
{
if (m_Unit)
{
m_Unit->GetModel().SetEntityVariable(name, value);
}
}
virtual void Hotload(const VfsPath& name)
{
if (!m_Unit)
return;
if (name != m_ActorName)
return;
std::set<CStr> selections;
CUnit* newUnit = GetSimContext().GetUnitManager().CreateUnit(m_ActorName, GetActorSeed(), selections);
if (!newUnit)
return;
// Save some data from the old unit
CColor shading = m_Unit->GetModel().GetShadingColor();
player_id_t playerID = m_Unit->GetModel().GetPlayerID();
// Replace with the new unit
GetSimContext().GetUnitManager().DeleteUnit(m_Unit);
m_Unit = newUnit;
m_Unit->SetID(GetEntityId());
m_Unit->SetEntitySelection(m_AnimName);
if (m_Unit->GetAnimation())
m_Unit->GetAnimation()->SetAnimationState(m_AnimName, m_AnimOnce, m_AnimSpeed.ToFloat(), m_AnimDesync.ToFloat(), m_SoundGroup.c_str());
// We'll lose the exact synchronisation but we should at least make sure it's going at the correct rate
if (!m_AnimSyncRepeatTime.IsZero())
if (m_Unit->GetAnimation())
m_Unit->GetAnimation()->SetAnimationSyncRepeat(m_AnimSyncRepeatTime.ToFloat());
m_Unit->GetModel().SetShadingColor(shading);
m_Unit->GetModel().SetPlayerID(playerID);
// TODO: should copy/reset silhouette flags
}
private:
int32_t GetActorSeed()
{
return GetEntityId();
}
/// Helper method; initializes the model selection shape descriptor from XML. Factored out for readability of @ref Init.
/// The @p model argument is technically not really necessary since naturally this method is intended to initialize this
/// visual actor's model (I wouldn't know which other one you'd pass), but it's included here to enforce that the
/// component's model must have been created before using this method (i.e. to prevent accidentally calls to this method
/// before the model was constructed).
void InitSelectionShapeDescriptor(CModelAbstract& model, const CParamNode& paramNode);
void Update(fixed turnLength);
void Interpolate(float frameTime, float frameOffset);
void RenderSubmit(SceneCollector& collector, const CFrustum& frustum, bool culling);
};
REGISTER_COMPONENT_TYPE(VisualActor)
// ------------------------------------------------------------------------------------------------------------------
void CCmpVisualActor::InitSelectionShapeDescriptor(CModelAbstract& model, const CParamNode& paramNode)
{
// by default, we don't need a custom selection shape and we can just keep the default behaviour
CModelAbstract::CustomSelectionShape* shapeDescriptor = NULL;
const CParamNode& shapeNode = paramNode.GetChild("SelectionShape");
if (shapeNode.IsOk())
{
if (shapeNode.GetChild("Bounds").IsOk())
{
// default; no need to take action
}
else if (shapeNode.GetChild("Footprint").IsOk())
{
CmpPtr<ICmpFootprint> cmpFootprint(GetSimContext(), GetEntityId());
if (cmpFootprint)
{
ICmpFootprint::EShape fpShape; // fp stands for "footprint"
entity_pos_t fpSize0, fpSize1, fpHeight; // fp stands for "footprint"
cmpFootprint->GetShape(fpShape, fpSize0, fpSize1, fpHeight);
float size0 = fpSize0.ToFloat();
float size1 = fpSize1.ToFloat();
// TODO: we should properly distinguish between CIRCLE and SQUARE footprint shapes here, but since cylinders
// aren't implemented yet and are almost indistinguishable from boxes for small enough sizes anyway,
// we'll just use boxes for either case. However, for circular footprints the size0 and size1 values both
// represent the radius, so we do have to adjust them to match the size1 and size0's of square footprints
// (which represent the full width and depth).
if (fpShape == ICmpFootprint::CIRCLE)
{
size0 *= 2;
size1 *= 2;
}
shapeDescriptor = new CModelAbstract::CustomSelectionShape;
shapeDescriptor->m_Type = CModelAbstract::CustomSelectionShape::BOX;
shapeDescriptor->m_Size0 = size0;
shapeDescriptor->m_Size1 = size1;
shapeDescriptor->m_Height = fpHeight.ToFloat();
}
else
{
LOGERROR(L"[VisualActor] Cannot apply footprint-based SelectionShape; Footprint component not initialized.");
}
}
else if (shapeNode.GetChild("Box").IsOk())
{
// TODO: we might need to support the ability to specify a different box center in the future
shapeDescriptor = new CModelAbstract::CustomSelectionShape;
shapeDescriptor->m_Type = CModelAbstract::CustomSelectionShape::BOX;
shapeDescriptor->m_Size0 = shapeNode.GetChild("Box").GetChild("@width").ToFixed().ToFloat();
shapeDescriptor->m_Size1 = shapeNode.GetChild("Box").GetChild("@depth").ToFixed().ToFloat();
shapeDescriptor->m_Height = shapeNode.GetChild("Box").GetChild("@height").ToFixed().ToFloat();
}
else if (shapeNode.GetChild("Cylinder").IsOk())
{
LOGWARNING(L"[VisualActor] TODO: Cylinder selection shapes are not yet implemented; defaulting to recursive bounding boxes");
}
else
{
// shouldn't happen by virtue of validation against schema
LOGERROR(L"[VisualActor] No selection shape specified");
}
}
// the model is now responsible for cleaning up the descriptor
model.SetCustomSelectionShape(shapeDescriptor);
}
void CCmpVisualActor::Update(fixed turnLength)
{
if (m_Unit == NULL)
return;
// If we're in the special movement mode, select an appropriate animation
if (!m_AnimRunThreshold.IsZero())
{
CmpPtr<ICmpPosition> cmpPosition(GetSimContext(), GetEntityId());
if (!cmpPosition || !cmpPosition->IsInWorld())
return;
float speed = cmpPosition->GetDistanceTravelled().ToFloat() / turnLength.ToFloat();
if (speed == 0.0f)
{
m_Unit->SetEntitySelection("idle");
if (m_Unit->GetAnimation())
m_Unit->GetAnimation()->SetAnimationState("idle", false, 1.f, 0.f, L"");
}
else if (speed < m_AnimRunThreshold.ToFloat())
{
m_Unit->SetEntitySelection("walk");
if (m_Unit->GetAnimation())
m_Unit->GetAnimation()->SetAnimationState("walk", false, speed, 0.f, L"");
}
else
{
m_Unit->SetEntitySelection("run");
if (m_Unit->GetAnimation())
m_Unit->GetAnimation()->SetAnimationState("run", false, speed, 0.f, L"");
}
}
}
void CCmpVisualActor::Interpolate(float frameTime, float frameOffset)
{
if (m_Unit == NULL)
return;
CmpPtr<ICmpPosition> cmpPosition(GetSimContext(), GetEntityId());
if (!cmpPosition)
return;
// Disable rendering of the unit if it has no position
if (!cmpPosition->IsInWorld())
{
m_Visibility = ICmpRangeManager::VIS_HIDDEN;
return;
}
// The 'always visible' flag means we should always render the unit
// (regardless of whether the LOS system thinks it's visible)
CmpPtr<ICmpVision> cmpVision(GetSimContext(), GetEntityId());
if (cmpVision && cmpVision->GetAlwaysVisible())
{
m_Visibility = ICmpRangeManager::VIS_VISIBLE;
}
else
{
CmpPtr<ICmpRangeManager> cmpRangeManager(GetSimContext(), SYSTEM_ENTITY);
m_Visibility = cmpRangeManager->GetLosVisibility(GetEntityId(), GetSimContext().GetCurrentDisplayedPlayer());
}
// Even if HIDDEN due to LOS, we need to set up the transforms
// so that projectiles will be launched from the right place
bool floating = m_Unit->GetObject().m_Base->m_Properties.m_FloatOnWater;
CMatrix3D transform(cmpPosition->GetInterpolatedTransform(frameOffset, floating));
CModelAbstract& model = m_Unit->GetModel();
model.SetTransform(transform);
m_Unit->UpdateModel(frameTime);
// If not hidden, then we need to set up some extra state for rendering
if (m_Visibility != ICmpRangeManager::VIS_HIDDEN)
{
model.ValidatePosition();
model.SetShadingColor(CColor(m_R.ToFloat(), m_G.ToFloat(), m_B.ToFloat(), 1.0f));
}
}
void CCmpVisualActor::RenderSubmit(SceneCollector& collector, const CFrustum& frustum, bool culling)
{
if (m_Unit == NULL)
return;
if (m_Visibility == ICmpRangeManager::VIS_HIDDEN)
return;
CModelAbstract& model = m_Unit->GetModel();
if (culling && !frustum.IsBoxVisible(CVector3D(0, 0, 0), model.GetWorldBoundsRec()))
return;
collector.SubmitRecursive(&model);
}
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