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/***************************************************************************
* Copyright (C) 2005-2019 by the FIFE team *
* http://www.fifengine.net *
* This file is part of FIFE. *
* *
* FIFE is free software; you can redistribute it and/or *
* modify it under the terms of the GNU Lesser General Public *
* License as published by the Free Software Foundation; either *
* version 2.1 of the License, or (at your option) any later version. *
* *
* This library 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 *
* Lesser General Public License for more details. *
* *
* You should have received a copy of the GNU Lesser General Public *
* License along with this library; if not, write to the *
* Free Software Foundation, Inc., *
* 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA *
***************************************************************************/
// Standard C++ library includes
#include <cfloat>
// 3rd party library includes
// FIFE includes
// These includes are split up in two parts, separated by one empty line
// First block: files included from the FIFE root src directory
// Second block: files included from the same folder
#include "model/metamodel/grids/cellgrid.h"
#include "model/metamodel/action.h"
#include "model/structures/layer.h"
#include "model/structures/instance.h"
#include "model/structures/location.h"
#include "util/base/exception.h"
#include "util/log/logger.h"
#include "util/math/fife_math.h"
#include "util/math/angles.h"
#include "video/renderbackend.h"
#include "video/image.h"
#include "video/animation.h"
#include "video/imagemanager.h"
#include "camera.h"
#include "layercache.h"
#include "visual.h"
namespace FIFE {
/** Logger to use for this source file.
* @relates Logger
*/
static Logger _log(LM_CAMERA);
class CacheLayerChangeListener : public LayerChangeListener {
public:
CacheLayerChangeListener(LayerCache* cache) {
m_cache = cache;
}
virtual ~CacheLayerChangeListener() {};
virtual void onLayerChanged(Layer* layer, std::vector<Instance*>& instances) {
for(std::vector<Instance*>::iterator i = instances.begin();
i != instances.end(); ++i) {
m_cache->updateInstance(*i);
}
}
virtual void onInstanceCreate(Layer* layer, Instance* instance) {
m_cache->addInstance(instance);
}
virtual void onInstanceDelete(Layer* layer, Instance* instance) {
m_cache->removeInstance(instance);
}
private:
LayerCache* m_cache;
};
/** Comparison functions for sorting
*/
// used screenpoint z for sorting, calculated from camera
class InstanceDistanceSortCamera {
public:
inline bool operator()(RenderItem* const & lhs, RenderItem* const & rhs) {
if (Mathd::Equal(lhs->screenpoint.z, rhs->screenpoint.z)) {
InstanceVisual* liv = lhs->instance->getVisual<InstanceVisual>();
InstanceVisual* riv = rhs->instance->getVisual<InstanceVisual>();
return liv->getStackPosition() < riv->getStackPosition();
}
return lhs->screenpoint.z < rhs->screenpoint.z;
}
};
// used instance location and camera rotation for sorting
class InstanceDistanceSortLocation {
public:
InstanceDistanceSortLocation(double rotation) {
if ((rotation >= 0) && (rotation <= 60)) { // 30 deg
xtox = 0;
xtoy = -1;
ytox = 1;
ytoy = 0.5;
} else if ((rotation >= 60) && (rotation <= 120)) { // 90 deg
xtox = -1;
xtoy = -1;
ytox = 0.5;
ytoy = -0.5;
} else if ((rotation >= 120) && (rotation <= 180)) { // 150 deg
xtox = 0;
xtoy = -1;
ytox = -1;
ytoy = -0.5;
} else if ((rotation >= 180) && (rotation <= 240)) { // 210 deg
xtox = 0;
xtoy = 1;
ytox = -1;
ytoy = -0.5;
} else if ((rotation >= 240) && (rotation <= 300)) { // 270 deg
xtox = 1;
xtoy = 1;
ytox = -0.5;
ytoy = 0.5;
} else if ((rotation >= 300) && (rotation <= 360)) { // 330 deg
xtox = 0;
xtoy = 1;
ytox = 1;
ytoy = 0.5;
}
}
inline bool operator()(RenderItem* const & lhs, RenderItem* const & rhs) {
ExactModelCoordinate lpos = lhs->instance->getLocationRef().getExactLayerCoordinates();
ExactModelCoordinate rpos = rhs->instance->getLocationRef().getExactLayerCoordinates();
lpos.x += lpos.y / 2;
rpos.x += rpos.y / 2;
InstanceVisual* liv = lhs->instance->getVisual<InstanceVisual>();
InstanceVisual* riv = rhs->instance->getVisual<InstanceVisual>();
int32_t lvc = ceil(xtox*lpos.x + ytox*lpos.y) + ceil(xtoy*lpos.x + ytoy*lpos.y) + liv->getStackPosition();
int32_t rvc = ceil(xtox*rpos.x + ytox*rpos.y) + ceil(xtoy*rpos.x + ytoy*rpos.y) + riv->getStackPosition();
if (lvc == rvc) {
if (Mathd::Equal(lpos.z, rpos.z)) {
return liv->getStackPosition() < riv->getStackPosition();
}
return lpos.z < rpos.z;
}
return lvc < rvc;
}
private:
double xtox;
double xtoy;
double ytox;
double ytoy;
};
// used screenpoint z for sorting and as fallback first the instance location z and then the stack position
class InstanceDistanceSortCameraAndLocation {
public:
inline bool operator()(RenderItem* const & lhs, RenderItem* const & rhs) {
if (Mathd::Equal(lhs->screenpoint.z, rhs->screenpoint.z)) {
const ExactModelCoordinate& lpos = lhs->instance->getLocationRef().getExactLayerCoordinatesRef();
const ExactModelCoordinate& rpos = rhs->instance->getLocationRef().getExactLayerCoordinatesRef();
if (Mathd::Equal(lpos.z, rpos.z)) {
InstanceVisual* liv = lhs->instance->getVisual<InstanceVisual>();
InstanceVisual* riv = rhs->instance->getVisual<InstanceVisual>();
return liv->getStackPosition() < riv->getStackPosition();
}
return lpos.z < rpos.z;
}
return lhs->screenpoint.z < rhs->screenpoint.z;
}
};
LayerCache::LayerCache(Camera* camera) {
m_camera = camera;
m_layer = 0;
m_layerObserver = 0;
m_tree = 0;
m_zMin = 0.0;
m_zMax = 0.0;
m_zoom = camera->getZoom();
m_zoomed = !Mathd::Equal(m_zoom, 1.0);
m_straightZoom = Mathd::Equal(fmod(m_zoom, 1.0), 0.0);
if(RenderBackend::instance()->getName() == "OpenGL" && RenderBackend::instance()->isDepthBufferEnabled()) {
m_needSorting = false;
} else {
m_needSorting = true;
}
}
LayerCache::~LayerCache() {
// removes all Entries
for (std::vector<Entry*>::iterator it = m_entries.begin(); it != m_entries.end(); ++it) {
delete *it;
}
// removes all RenderItems
for (std::vector<RenderItem*>::iterator it = m_renderItems.begin(); it != m_renderItems.end(); ++it) {
delete *it;
}
m_layer->removeChangeListener(m_layerObserver);
delete m_layerObserver;
delete m_tree;
}
void LayerCache::setLayer(Layer* layer) {
if (m_layer != layer) {
if (m_layer) {
m_layer->removeChangeListener(m_layerObserver);
delete m_layerObserver;
}
m_layer = layer;
m_layerObserver = new CacheLayerChangeListener(this);
layer->addChangeListener(m_layerObserver);
reset();
}
}
void LayerCache::reset() {
// removes all Entries
for (std::vector<Entry*>::iterator it = m_entries.begin(); it != m_entries.end(); ++it) {
delete *it;
}
m_entries.clear();
// removes all RenderItems
for (std::vector<RenderItem*>::iterator it = m_renderItems.begin(); it != m_renderItems.end(); ++it) {
delete *it;
}
m_renderItems.clear();
m_instance_map.clear();
m_entriesToUpdate.clear();
m_freeEntries.clear();
m_cacheImage.reset();
delete m_tree;
m_tree = new CacheTree;
const std::vector<Instance*>& instances = m_layer->getInstances();
for(std::vector<Instance*>::const_iterator i = instances.begin();
i != instances.end(); ++i) {
addInstance(*i);
}
}
void LayerCache::addInstance(Instance* instance) {
assert(m_instance_map.find(instance) == m_instance_map.end());
RenderItem* item;
Entry* entry;
if (m_freeEntries.empty()) {
// creates new RenderItem
item = new RenderItem(instance);
m_renderItems.push_back(item);
m_instance_map[instance] = m_renderItems.size() - 1;
// creates new Entry
entry = new Entry();
m_entries.push_back(entry);
entry->instanceIndex = m_renderItems.size() - 1;
entry->entryIndex = m_entries.size() - 1;
} else {
// uses free/unused RenderItem
int32_t index = m_freeEntries.front();
m_freeEntries.pop_front();
item = m_renderItems[index];
item->instance = instance;
m_instance_map[instance] = index;
// uses free/unused Entry
entry = m_entries[index];
entry->instanceIndex = index;
entry->entryIndex = index;
}
entry->node = 0;
entry->forceUpdate = true;
entry->visible = true;
entry->updateInfo = EntryFullUpdate;
m_entriesToUpdate.insert(entry->entryIndex);
}
void LayerCache::removeInstance(Instance* instance) {
assert(m_instance_map.find(instance) != m_instance_map.end());
Entry* entry = m_entries[m_instance_map[instance]];
assert(entry->instanceIndex == m_instance_map[instance]);
RenderItem* item = m_renderItems[entry->instanceIndex];
// removes entry from updates
std::set<int32_t>::iterator it = m_entriesToUpdate.find(entry->entryIndex);
if (it != m_entriesToUpdate.end()) {
m_entriesToUpdate.erase(it);
}
// removes entry from CacheTree
if (entry->node) {
entry->node->data().erase(entry->entryIndex);
entry->node = 0;
}
entry->instanceIndex = -1;
entry->forceUpdate = false;
m_instance_map.erase(instance);
// removes instance from RenderList
RenderList& renderList = m_camera->getRenderListRef(m_layer);
for (RenderList::iterator it = renderList.begin(); it != renderList.end(); ++it) {
if ((*it)->instance == instance) {
renderList.erase(it);
break;
}
}
// resets RenderItem
item->reset();
// adds free entry
m_freeEntries.push_back(entry->entryIndex);
}
void LayerCache::updateInstance(Instance* instance) {
Entry* entry = m_entries[m_instance_map[instance]];
if (entry->instanceIndex == -1) {
return;
}
// convert necessary instance update flags to entry update flags
const InstanceChangeInfo ici = instance->getChangeInfo();
if ((ici & ICHANGE_LOC) == ICHANGE_LOC) {
entry->updateInfo |= EntryPositionUpdate;
}
if ((ici & ICHANGE_ROTATION) == ICHANGE_ROTATION ||
(ici & ICHANGE_ACTION) == ICHANGE_ACTION ||
(ici & ICHANGE_TRANSPARENCY) == ICHANGE_TRANSPARENCY ||
(ici & ICHANGE_VISIBLE) == ICHANGE_VISIBLE ||
(ici & ICHANGE_VISUAL) == ICHANGE_VISUAL) {
entry->updateInfo |= EntryVisualUpdate;
}
// if entry is not already inserted
if (!entry->forceUpdate && entry->updateInfo != EntryNoneUpdate) {
entry->forceUpdate = true;
m_entriesToUpdate.insert(entry->entryIndex);
}
}
class CacheTreeCollector {
std::vector<int32_t>& m_indices;
Rect m_viewport;
public:
CacheTreeCollector(std::vector<int32_t>& indices, const Rect& viewport)
: m_indices(indices), m_viewport(viewport) {
}
bool visit(LayerCache::CacheTree::Node* node, int32_t d = -1);
};
bool CacheTreeCollector::visit(LayerCache::CacheTree::Node* node, int32_t d) {
if(!m_viewport.intersects(Rect(node->x(), node->y(),node->size(),node->size()))) {
return false;
}
m_indices.insert(m_indices.end(), node->data().begin(), node->data().end());
return true;
}
void LayerCache::collect(const Rect& viewport, std::vector<int32_t>& index_list) {
CacheTree::Node * node = m_tree->find_container(viewport);
CacheTreeCollector collector(index_list, viewport);
node->apply_visitor(collector);
node = node->parent();
while(node) {
collector.visit(node);
node = node->parent();
}
}
void LayerCache::update(Camera::Transform transform, RenderList& renderlist) {
// this is only a bit faster, but works without this block too.
if(!m_layer->areInstancesVisible()) {
FL_DBG(_log, "Layer instances hidden");
std::set<int32_t>::const_iterator entry_it = m_entriesToUpdate.begin();
for (; entry_it != m_entriesToUpdate.end(); ++entry_it) {
Entry* entry = m_entries[*entry_it];
entry->forceUpdate = false;
entry->visible = false;
}
m_entriesToUpdate.clear();
renderlist.clear();
return;
}
// if transform is none then we have only to update the instances with an update info.
if (transform == Camera::NoneTransform) {
if (!m_entriesToUpdate.empty()) {
std::set<int32_t> entryToRemove;
updateEntries(entryToRemove, renderlist);
//std::cout << "update entries: " << int32_t(m_entriesToUpdate.size()) << " remove entries: " << int32_t(entryToRemove.size()) <<"\n";
if (!entryToRemove.empty()) {
std::set<int32_t>::iterator entry_it = entryToRemove.begin();
for (; entry_it != entryToRemove.end(); ++entry_it) {
m_entriesToUpdate.erase(*entry_it);
}
}
}
} else {
m_zoom = m_camera->getZoom();
m_zoomed = !Mathd::Equal(m_zoom, 1.0);
m_straightZoom = Mathd::Equal(fmod(m_zoom, 1.0), 0.0);
// clear old renderlist
renderlist.clear();
// update all entries
if ((transform & Camera::RotationTransform) == Camera::RotationTransform ||
(transform & Camera::TiltTransform) == Camera::TiltTransform ||
(transform & Camera::ZTransform) == Camera::ZTransform) {
fullUpdate(transform);
} else {
fullCoordinateUpdate(transform);
}
// create viewport coordinates to collect entries
Rect viewport = m_camera->getViewPort();
Rect screenViewport = viewport;
DoublePoint3D viewport_a = m_camera->screenToVirtualScreen(Point3D(viewport.x, viewport.y));
DoublePoint3D viewport_b = m_camera->screenToVirtualScreen(Point3D(viewport.right(), viewport.bottom()));
viewport.x = static_cast<int32_t>(std::min(viewport_a.x, viewport_b.x));
viewport.y = static_cast<int32_t>(std::min(viewport_a.y, viewport_b.y));
viewport.w = static_cast<int32_t>(std::max(viewport_a.x, viewport_b.x) - viewport.x);
viewport.h = static_cast<int32_t>(std::max(viewport_a.y, viewport_b.y) - viewport.y);
m_zMin = 0.0;
m_zMax = 0.0;
// FL_LOG(_log, LMsg("camera-update viewport") << viewport);
std::vector<int32_t> index_list;
collect(viewport, index_list);
// fill renderlist
for (uint32_t i = 0; i != index_list.size(); ++i) {
Entry* entry = m_entries[index_list[i]];
RenderItem* item = m_renderItems[entry->instanceIndex];
if (!item->image || !entry->visible) {
continue;
}
if (item->dimensions.intersects(screenViewport)) {
renderlist.push_back(item);
}
}
if (m_needSorting) {
sortRenderList(renderlist);
} else {
// calculates zmin and zmax of the current viewport
Rect r = m_camera->getMapViewPort();
std::vector<ExactModelCoordinate> coords;
coords.push_back(ExactModelCoordinate(r.x, r.y));
coords.push_back(ExactModelCoordinate(r.x, r.y+r.h));
coords.push_back(ExactModelCoordinate(r.x+r.w, r.y));
coords.push_back(ExactModelCoordinate(r.x+r.w, r.y+r.h));
for (uint8_t i = 0; i < 4; ++i) {
double z = m_camera->toVirtualScreenCoordinates(coords[i]).z;
m_zMin = std::min(z, m_zMin);
m_zMax = std::max(z, m_zMax);
}
sortRenderList(renderlist);
}
}
}
void LayerCache::fullUpdate(Camera::Transform transform) {
bool rotationChange = (transform & Camera::RotationTransform) == Camera::RotationTransform;
for (uint32_t i = 0; i != m_entries.size(); ++i) {
Entry* entry = m_entries[i];
if (entry->instanceIndex != -1) {
if (rotationChange || entry->forceUpdate) {
bool force = entry->forceUpdate;
updateVisual(entry);
if (force && !entry->forceUpdate) {
// no action
entry->updateInfo = EntryNoneUpdate;
m_entriesToUpdate.erase(entry->entryIndex);
} else if (!force && entry->forceUpdate) {
// new action
entry->updateInfo |= EntryVisualUpdate;
m_entriesToUpdate.insert(entry->entryIndex);
}
}
updatePosition(entry);
}
}
}
void LayerCache::fullCoordinateUpdate(Camera::Transform transform) {
bool zoomChange = (transform & Camera::ZoomTransform) == Camera::ZoomTransform;
for (uint32_t i = 0; i != m_entries.size(); ++i) {
Entry* entry = m_entries[i];
if (entry->instanceIndex != -1) {
if (entry->forceUpdate) {
updateVisual(entry);
updatePosition(entry);
if (!entry->forceUpdate) {
// no action
entry->updateInfo = EntryNoneUpdate;
m_entriesToUpdate.erase(entry->entryIndex);
}
continue;
}
updateScreenCoordinate(m_renderItems[entry->instanceIndex], zoomChange);
}
}
}
void LayerCache::updateEntries(std::set<int32_t>& removes, RenderList& renderlist) {
RenderList needSorting;
Rect viewport = m_camera->getViewPort();
std::set<int32_t>::const_iterator entry_it = m_entriesToUpdate.begin();
for (; entry_it != m_entriesToUpdate.end(); ++entry_it) {
Entry* entry = m_entries[*entry_it];
entry->forceUpdate = false;
if (entry->instanceIndex == -1) {
entry->updateInfo = EntryNoneUpdate;
removes.insert(*entry_it);
continue;
}
RenderItem* item = m_renderItems[entry->instanceIndex];
bool onScreenA = entry->visible && item->image && item->dimensions.intersects(viewport);
bool positionUpdate = (entry->updateInfo & EntryPositionUpdate) == EntryPositionUpdate;
if ((entry->updateInfo & EntryVisualUpdate) == EntryVisualUpdate) {
positionUpdate |= updateVisual(entry);
}
if (positionUpdate) {
updatePosition(entry);
}
bool onScreenB = entry->visible && item->image && item->dimensions.intersects(viewport);
if (onScreenA != onScreenB) {
if (!onScreenA) {
// add to renderlist and sort
renderlist.push_back(item);
needSorting.push_back(item);
} else {
// remove from renderlist
for (RenderList::iterator it = renderlist.begin(); it != renderlist.end(); ++it) {
if ((*it)->instance == item->instance) {
renderlist.erase(it);
break;
}
}
}
} else if (onScreenA && onScreenB && positionUpdate) {
// sort
needSorting.push_back(item);
}
if (!entry->forceUpdate) {
entry->forceUpdate = false;
entry->updateInfo = EntryNoneUpdate;
removes.insert(*entry_it);
} else {
entry->updateInfo = EntryVisualUpdate;
}
}
if (!needSorting.empty()) {
if (m_needSorting) {
sortRenderList(renderlist);
} else {
sortRenderList(needSorting);
}
}
}
bool LayerCache::updateVisual(Entry* entry) {
RenderItem* item = m_renderItems[entry->instanceIndex];
Instance* instance = item->instance;
InstanceVisual* visual = instance->getVisual<InstanceVisual>();
item->facingAngle = instance->getRotation();
int32_t angle = static_cast<int32_t>(m_camera->getRotation()) + item->facingAngle;
Action* action = instance->getCurrentAction();
ImagePtr image;
if (visual) {
uint8_t layerTrans = m_layer->getLayerTransparency();
uint8_t instanceTrans = visual->getTransparency();
if (layerTrans != 0) {
if (instanceTrans != 0) {
uint8_t calcTrans = layerTrans - instanceTrans;
if (calcTrans >= 0) {
instanceTrans = calcTrans;
} else {
instanceTrans = 0;
}
} else {
instanceTrans = layerTrans;
}
}
item->transparency = 255 - instanceTrans;
// only visible if visual and layer are visible and item is not totally transparent
entry->visible = (visual->isVisible() && item->transparency != 0) && m_layer->areInstancesVisible();
}
// delete old overlay
item->deleteOverlayData();
if (!action) {
// Try static images then default action.
int32_t image_id = item->getStaticImageIndexByAngle(angle, instance);
if (image_id == -1) {
if (!instance->getObject()->isStatic()) {
action = instance->getObject()->getDefaultAction();
}
} else {
image = ImageManager::instance()->get(image_id);
}
}
entry->forceUpdate = (action != 0);
if (action) {
ActionVisual* actionVisual = action->getVisual<ActionVisual>();
bool colorOverlay = actionVisual->isColorOverlay();
// assumed all have the same size
if (actionVisual->isAnimationOverlay()) {
std::map<int32_t, AnimationPtr> animations = actionVisual->getAnimationOverlay(angle);
std::map<int32_t, AnimationPtr>::iterator it = animations.begin();
std::vector<ImagePtr>* animOverlays = new std::vector<ImagePtr>();
std::vector<OverlayColors*>* animationColorOverlays = colorOverlay ? new std::vector<OverlayColors*>() : 0;
for (; it != animations.end(); ++it) {
uint32_t animationTime = instance->getActionRuntime() % it->second->getDuration();
image = it->second->getFrameByTimestamp(animationTime);
animOverlays->push_back(image);
if (colorOverlay) {
OverlayColors* co = actionVisual->getColorOverlay(angle, it->first);
if (co) {
AnimationPtr ovAnim = co->getColorOverlayAnimation();
animationTime = instance->getActionRuntime() % ovAnim->getDuration();
co->setColorOverlayImage(ovAnim->getFrameByTimestamp(animationTime));
}
animationColorOverlays->push_back(co);
}
// works only for one animation
int32_t actionFrame = it->second->getActionFrame();
if (actionFrame != -1) {
int32_t newFrame = it->second->getFrameIndex(animationTime);
if (item->currentFrame != newFrame) {
if (actionFrame == newFrame) {
instance->callOnActionFrame(action, actionFrame);
// if action frame was skipped
} else if (newFrame > actionFrame && item->currentFrame < actionFrame) {
instance->callOnActionFrame(action, actionFrame);
}
item->currentFrame = newFrame;
}
}
}
// transfer ownership of the vectors to RenderItem
item->setAnimationOverlay(animOverlays, animationColorOverlays);
} else {
AnimationPtr animation = action->getVisual<ActionVisual>()->getAnimationByAngle(angle);
uint32_t animationTime = instance->getActionRuntime() % animation->getDuration();
image = animation->getFrameByTimestamp(animationTime);
// if the action have an animation with only one frame (idle animation) then
// a forced update is not necessary.
if (animation->getFrameCount() <= 1) {
entry->forceUpdate = false;
}
if (colorOverlay) {
OverlayColors* co = actionVisual->getColorOverlay(angle);
if (co) {
AnimationPtr ovAnim = co->getColorOverlayAnimation();
animationTime = instance->getActionRuntime() % ovAnim->getDuration();
co->setColorOverlayImage(ovAnim->getFrameByTimestamp(animationTime));
item->setColorOverlay(co);
}
}
int32_t actionFrame = animation->getActionFrame();
if (actionFrame != -1) {
if (item->image != image) {
int32_t newFrame = animation->getFrameIndex(animationTime);
if (actionFrame == newFrame) {
instance->callOnActionFrame(action, actionFrame);
// if action frame was skipped
} else if (newFrame > actionFrame && item->currentFrame < actionFrame) {
instance->callOnActionFrame(action, actionFrame);
}
item->currentFrame = newFrame;
}
}
}
}
bool newPosition = false;
if (image != item->image) {
if (!item->image || !image) {
newPosition = true;
} else if (image->getWidth() != item->image->getWidth() ||
image->getHeight() != item->image->getHeight() ||
image->getXShift() != item->image->getXShift() ||
image->getYShift() != item->image->getYShift()) {
newPosition = true;
}
item->image = image;
}
return newPosition;
}
void LayerCache::updatePosition(Entry* entry) {
RenderItem* item = m_renderItems[entry->instanceIndex];
Instance* instance = item->instance;
ExactModelCoordinate mapCoords = instance->getLocationRef().getMapCoordinates();
DoublePoint3D screenPosition = m_camera->toVirtualScreenCoordinates(mapCoords);
ImagePtr image = item->image;
if (image) {
int32_t w = image->getWidth();
int32_t h = image->getHeight();
screenPosition.x = (screenPosition.x - w / 2) + image->getXShift();
screenPosition.y = (screenPosition.y - h / 2) + image->getYShift();
item->bbox.w = w;
item->bbox.h = h;
} else {
item->bbox.w = 0;
item->bbox.h = 0;
}
item->screenpoint = screenPosition;
item->bbox.x = static_cast<int32_t>(screenPosition.x);
item->bbox.y = static_cast<int32_t>(screenPosition.y);
updateScreenCoordinate(item);
CacheTree::Node* node = m_tree->find_container(item->bbox);
if (node) {
if (node != entry->node) {
if (entry->node) {
entry->node->data().erase(entry->entryIndex);
}
entry->node = node;
node->data().insert(entry->entryIndex);
}
}
}
inline void LayerCache::updateScreenCoordinate(RenderItem* item, bool changedZoom) {
Point3D screenPoint = m_camera->virtualScreenToScreen(item->screenpoint);
// NOTE:
// One would expect this to be necessary here,
// however it works the same without, sofar
// m_camera->calculateZValue(screenPoint);
// item->screenpoint.z = -screenPoint.z;
item->dimensions.x = screenPoint.x;
item->dimensions.y = screenPoint.y;
if (changedZoom) {
if (m_zoomed) {
item->dimensions.w = round(static_cast<double>(item->bbox.w) * m_zoom);
item->dimensions.h = round(static_cast<double>(item->bbox.h) * m_zoom);
} else {
item->dimensions.w = item->bbox.w;
item->dimensions.h = item->bbox.h;
}
}
}
void LayerCache::sortRenderList(RenderList& renderlist) {
if (renderlist.empty()) {
return;
}
// We want to put every z value in layer z range.
// To do it, we simply solve
// { y1 = a*x1 + b
// { y2 = a*x2 + b
// where [y1,y2]' = layer z offset min/max is required z range,
// and [x1,x2]' is expected min,max z coords.
// more an workaround, because z values are wrong in case of inverted top with bottom
if (!m_needSorting && !m_layer->isStatic()) {
//if (!m_needSorting) {
float det = m_zMin - m_zMax;
if (fabs(det) > FLT_EPSILON) {
static const float globalrange = 200.0;
static const float stackdelta = (FLT_EPSILON * 100.0);
int32_t numlayers = m_layer->getLayerCount();
float lmin = m_layer->getZOffset();
float lmax = lmin + globalrange/numlayers;
float a = (lmin - lmax) / det;
float b = (lmax * m_zMin - lmin * m_zMax) / det;
RenderList::iterator it = renderlist.begin();
for ( ; it != renderlist.end(); ++it) {
InstanceVisual* vis = (*it)->instance->getVisual<InstanceVisual>();
float& z = (*it)->vertexZ;
z = (a * (*it)->screenpoint.z + b) + vis->getStackPosition() * stackdelta;
}
}
} else {
SortingStrategy strat = m_layer->getSortingStrategy();
switch (strat) {
case SORTING_CAMERA: {
InstanceDistanceSortCamera ids;
std::stable_sort(renderlist.begin(), renderlist.end(), ids);
} break;
case SORTING_LOCATION: {
InstanceDistanceSortLocation ids(m_camera->getRotation());
std::stable_sort(renderlist.begin(), renderlist.end(), ids);
} break;
case SORTING_CAMERA_AND_LOCATION: {
InstanceDistanceSortCameraAndLocation ids;
std::stable_sort(renderlist.begin(), renderlist.end(), ids);
} break;
default: {
InstanceDistanceSortCamera ids;
std::stable_sort(renderlist.begin(), renderlist.end(), ids);
} break;
}
}
}
ImagePtr LayerCache::getCacheImage() {
return m_cacheImage;
}
void LayerCache::setCacheImage(ImagePtr image) {
m_cacheImage = image;
}
}
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