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/* This file is part of the Spring engine (GPL v2 or later), see LICENSE.html */
#include "System/mmgr.h"
#include "DebugColVolDrawer.h"
#include "Game/Camera.h"
#include "Game/GlobalUnsynced.h"
#include "Map/ReadMap.h"
#include "Rendering/UnitDrawer.h"
#include "Rendering/GlobalRendering.h"
#include "Rendering/GL/glExtra.h"
#include "Rendering/GL/myGL.h"
#include "Rendering/Models/3DModel.h"
#include "Sim/Features/Feature.h"
#include "Sim/Misc/CollisionVolume.h"
#include "Sim/Misc/QuadField.h"
static float3 defaultColVolColor(0.45f, 0.0f, 0.45f);
static inline void DrawCollisionVolume(const CollisionVolume* vol)
{
static unsigned int listIDs[3] = {0, 0, 0};
switch (vol->GetVolumeType()) {
case CollisionVolume::COLVOL_TYPE_FOOTPRINT:
// fall through, this is too hard to render correctly so just render sphere :)
case CollisionVolume::COLVOL_TYPE_SPHERE:
// fall through, sphere is special case of ellipsoid
case CollisionVolume::COLVOL_TYPE_ELLIPSOID: {
// scaled sphere: radius, slices, stacks
glTranslatef(vol->GetOffset(0), vol->GetOffset(1), vol->GetOffset(2));
glScalef(vol->GetHScale(0), vol->GetHScale(1), vol->GetHScale(2));
glWireSphere(&listIDs[0], 20, 20);
} break;
case CollisionVolume::COLVOL_TYPE_CYLINDER: {
// scaled cylinder: base-radius, top-radius, height, slices, stacks
//
// (cylinder base is drawn at unit center by default so add offset
// by half major axis to visually match the mathematical situation,
// height of the cylinder equals the unit's full major axis)
switch (vol->GetPrimaryAxis()) {
case CollisionVolume::COLVOL_AXIS_X: {
glTranslatef(-(vol->GetHScale(0)), 0.0f, 0.0f);
glTranslatef(vol->GetOffset(0), vol->GetOffset(1), vol->GetOffset(2));
glScalef(vol->GetScale(0), vol->GetHScale(1), vol->GetHScale(2));
glRotatef( 90.0f, 0.0f, 1.0f, 0.0f);
} break;
case CollisionVolume::COLVOL_AXIS_Y: {
glTranslatef(0.0f, -(vol->GetHScale(1)), 0.0f);
glTranslatef(vol->GetOffset(0), vol->GetOffset(1), vol->GetOffset(2));
glScalef(vol->GetHScale(0), vol->GetScale(1), vol->GetHScale(2));
glRotatef(-90.0f, 1.0f, 0.0f, 0.0f);
} break;
case CollisionVolume::COLVOL_AXIS_Z: {
glTranslatef(0.0f, 0.0f, -(vol->GetHScale(2)));
glTranslatef(vol->GetOffset(0), vol->GetOffset(1), vol->GetOffset(2));
glScalef(vol->GetHScale(0), vol->GetHScale(1), vol->GetScale(2));
} break;
}
glWireCylinder(&listIDs[1], 20, 1.0f);
} break;
case CollisionVolume::COLVOL_TYPE_BOX: {
// scaled cube: length, width, height
glTranslatef(vol->GetOffset(0), vol->GetOffset(1), vol->GetOffset(2));
glScalef(vol->GetScale(0), vol->GetScale(1), vol->GetScale(2));
glWireCube(&listIDs[2]);
} break;
}
}
static inline void DrawFeatureColVol(const CFeature* f)
{
if (f->collisionVolume && !f->collisionVolume->IsDisabled()) {
if (!f->IsInLosForAllyTeam(gu->myAllyTeam) && !gu->spectatingFullView) return;
if (!camera->InView(f->pos, f->drawRadius)) return;
glPushMatrix();
glMultMatrixf(f->transMatrix.m);
glTranslatef3(f->relMidPos * float3(-1.0f, 1.0f, 1.0f));
GLUquadricObj* q = gluNewQuadric();
{
// draw the centerpos
glDisable(GL_DEPTH_TEST);
glColor3f(1.0f, 0.0f, 1.0f);
gluQuadricDrawStyle(q, GLU_FILL);
gluSphere(q, 2.0f, 5, 5);
glColorf3(defaultColVolColor);
glEnable(GL_DEPTH_TEST);
}
gluDeleteQuadric(q);
DrawCollisionVolume(f->collisionVolume);
glPopMatrix();
}
}
static void DrawUnitDebugPieceTree(const LocalModelPiece* p, const LocalModelPiece* lap, int lapf, CMatrix44f mat)
{
const float3& rot = p->GetRotation();
mat.Translate(p->GetPosition());
mat.RotateY(-rot[1]);
mat.RotateX(-rot[0]);
mat.RotateZ(-rot[2]);
glPushMatrix();
glMultMatrixf(mat.m);
if (p->visible && !p->GetCollisionVolume()->IsDisabled()) {
if ((p == lap) && (lapf > 0 && ((gs->frameNum - lapf) < 150))) {
glColor3f((1.0f - ((gs->frameNum - lapf) / 150.0f)), 0.0f, 0.0f);
}
DrawCollisionVolume(p->GetCollisionVolume());
if ((p == lap) && (lapf > 0 && ((gs->frameNum - lapf) < 150))) {
glColorf3(defaultColVolColor);
}
}
glPopMatrix();
for (unsigned int i = 0; i < p->childs.size(); i++) {
DrawUnitDebugPieceTree(p->childs[i], lap, lapf, mat);
}
}
static inline void DrawUnitColVol(const CUnit* unit)
{
if (!(unit->losStatus[gu->myAllyTeam] & LOS_INLOS) && !gu->spectatingFullView) return;
if (!camera->InView(unit->drawMidPos, unit->drawRadius)) return;
glPushMatrix();
glMultMatrixf(unit->GetTransformMatrix());
glTranslatef3(unit->relMidPos * float3(-1.0f, 1.0f, 1.0f));
GLUquadricObj* q = gluNewQuadric();
{
// draw the aimpoint
glDisable(GL_DEPTH_TEST);
glColor3f(1.0f, 0.0f, 1.0f);
gluQuadricDrawStyle(q, GLU_FILL);
gluSphere(q, 2.0f, 5, 5);
glColorf3(defaultColVolColor);
glEnable(GL_DEPTH_TEST);
}
gluDeleteQuadric(q);
if (unit->unitDef->usePieceCollisionVolumes) {
//! draw only the piece volumes for less clutter
CMatrix44f mat(unit->relMidPos * float3(0.0f, -1.0f, 0.0f));
DrawUnitDebugPieceTree(unit->localmodel->GetRoot(), unit->lastAttackedPiece, unit->lastAttackedPieceFrame, mat);
} else {
if (!unit->collisionVolume->IsDisabled()) {
//! make it fade red under attack
if (unit->lastAttack > 0 && ((gs->frameNum - unit->lastAttack) < 150)) {
glColor3f((1.0f - ((gs->frameNum - unit->lastAttack) / 150.0f)), 0.0f, 0.0f);
}
DrawCollisionVolume(unit->collisionVolume);
if (unit->lastAttack > 0 && ((gs->frameNum - unit->lastAttack) < 150)) {
glColorf3(defaultColVolColor);
}
}
}
glPopMatrix();
}
class CDebugColVolQuadDrawer : public CReadMap::IQuadDrawer {
public:
void DrawQuad(int x, int y)
{
const CQuadField::Quad& q = qf->GetQuadAt(x, y);
for (std::list<CFeature*>::const_iterator fi = q.features.begin(); fi != q.features.end(); ++fi) {
DrawFeatureColVol(*fi);
}
for (std::list<CUnit*>::const_iterator ui = q.units.begin(); ui != q.units.end(); ++ui) {
DrawUnitColVol(*ui);
}
// TODO show colvols of synced projectiles
}
};
namespace DebugColVolDrawer
{
bool enable = false;
void Draw()
{
#ifndef USE_GML // DebugColVolDrawer is not thread-safe
if (!enable)
#endif
return;
glPushAttrib(GL_ENABLE_BIT | GL_CURRENT_BIT);
glDisable(GL_LIGHTING);
glDisable(GL_LIGHT0);
glDisable(GL_LIGHT1);
glDisable(GL_CULL_FACE);
glDisable(GL_TEXTURE_2D);
// glDisable(GL_BLEND);
glDisable(GL_ALPHA_TEST);
glDisable(GL_FOG);
glDisable(GL_CLIP_PLANE0);
glDisable(GL_CLIP_PLANE1);
glLineWidth(2.0f);
glDepthMask(GL_TRUE);
static CDebugColVolQuadDrawer drawer;
readmap->GridVisibility(camera, CQuadField::QUAD_SIZE / SQUARE_SIZE, 1e9, &drawer);
glLineWidth(1.0f);
glPopAttrib();
}
}
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