/* Copyright (C) 2020 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 . */ #ifndef INCLUDED_HELPER_RENDER #define INCLUDED_HELPER_RENDER #include class CSimContext; class CVector2D; class CVector3D; class CFixedVector3D; class CMatrix3D; class CBoundingBoxAligned; class CBoundingBoxOriented; struct SOverlayLine; struct SOverlayTexturedLine; struct SDashedLine { /// Packed array of consecutive dashes' points. Use m_StartIndices to navigate it. std::vector m_Points; /** * Start indices in m_Points of each dash. Dash n starts at point m_StartIndices[n] and ends at the point with index * m_StartIndices[n+1] - 1, or at the end of the m_Points vector. Use the GetEndIndex(n) convenience method to abstract away the * difference and get the (exclusive) end index of dash n. */ std::vector m_StartIndices; /// Returns the (exclusive) end point index (i.e. index within m_Points) of dash n. size_t GetEndIndex(size_t i) { // for the last dash, there is no next starting index, so we need to use the end index of the m_Points array instead return (i < m_StartIndices.size() - 1 ? m_StartIndices[i+1] : m_Points.size()); } }; namespace SimRender { /** * Constructs overlay line from given points, conforming to terrain. * * @param[in] xz List of x,z coordinate pairs representing the line. * @param[in,out] overlay Updated overlay line now conforming to terrain. * @param[in] floating If true, the line conforms to water as well. * @param[in] heightOffset Height above terrain to offset the line. */ void ConstructLineOnGround( const CSimContext& context, const std::vector& xz, SOverlayLine& overlay, bool floating, float heightOffset = 0.25f); /** * Constructs overlay line as a circle with given center and radius, conforming to terrain. * * @param[in] x,z Coordinates of center of circle. * @param[in] radius Radius of circle to construct. * @param[in,out] overlay Updated overlay line representing this circle. * @param[in] floating If true, the circle conforms to water as well. * @param[in] heightOffset Height above terrain to offset the circle. * @param heightOffset The vertical offset to apply to points, to raise the line off the terrain a bit. */ void ConstructCircleOnGround( const CSimContext& context, float x, float z, float radius, SOverlayLine& overlay, bool floating, float heightOffset = 0.25f); /** * Constructs overlay line as an outlined circle sector (an arc with straight lines between the * endpoints and the circle's center), conforming to terrain. */ void ConstructClosedArcOnGround( const CSimContext& context, float x, float z, float radius, float start, float end, SOverlayLine& overlay, bool floating, float heightOffset = 0.25f); /** * Constructs overlay line as rectangle with given center and dimensions, conforming to terrain. * * @param[in] x,z Coordinates of center of rectangle. * @param[in] w,h Width/height dimensions of the rectangle. * @param[in] a Clockwise angle to orient the rectangle. * @param[in,out] overlay Updated overlay line representing this rectangle. * @param[in] floating If true, the rectangle conforms to water as well. * @param[in] heightOffset Height above terrain to offset the rectangle. */ void ConstructSquareOnGround( const CSimContext& context, float x, float z, float w, float h, float a, SOverlayLine& overlay, bool floating, float heightOffset = 0.25f); /** * Constructs a solid outline of an arbitrarily-aligned bounding @p box. * * @param[in] box * @param[in,out] overlayLine Updated overlay line representing the oriented box. */ void ConstructBoxOutline(const CBoundingBoxOriented& box, SOverlayLine& overlayLine); /** * Constructs a solid outline of an axis-aligned bounding @p box. * * @param[in] bound * @param[in,out] overlayLine Updated overlay line representing the AABB. */ void ConstructBoxOutline(const CBoundingBoxAligned& box, SOverlayLine& overlayLine); /** * Constructs a simple gimbal outline with the given radius and center. * * @param[in] center * @param[in] radius * @param[in,out] out Updated overlay line representing the gimbal. * @param[in] numSteps The amount of steps to trace a circle's complete outline. Must be a (strictly) positive multiple of four. * For small radii, you can get away with small values; setting this to 4 will create a diamond shape. */ void ConstructGimbal(const CVector3D& center, float radius, SOverlayLine& out, size_t numSteps = 16); /** * Constructs 3D axis marker overlay lines for the given coordinate system. * The XYZ axes are colored RGB, respectively. * * @param[in] coordSystem Specifies the coordinate system. * @param[out] outX,outY,outZ Constructed overlay lines for each axes. */ void ConstructAxesMarker(const CMatrix3D& coordSystem, SOverlayLine& outX, SOverlayLine& outY, SOverlayLine& outZ); /** * Updates the given points so each point is averaged with its neighbours, resulting in * a somewhat smoother curve, assuming the points are roughly equally spaced. * * @param[in,out] points List of points to smooth. * @param[in] closed if true, then the points are treated as a closed path (the last is connected * to the first). */ void SmoothPointsAverage(std::vector& points, bool closed); /** * Updates the given points to include intermediate points interpolating between the original * control points, using a rounded nonuniform spline. * * @param[in,out] points List of points to interpolate. * @param[in] closed if true, then the points are treated as a closed path (the last is connected * to the first). * @param[in] offset The points are shifted by this distance in a direction 90 degrees clockwise from * the direction of the curve. * @param[in] segmentSamples Amount of intermediate points to sample between every two control points. */ void InterpolatePointsRNS(std::vector& points, bool closed, float offset, int segmentSamples = 4); /** * Creates a dashed line from the given line, dash length, and blank space between. * * @param[in] linePoints List of points specifying the input line. * @param[out] dashedLineOut The dashed line returned as a list of smaller lines * @param[in] dashLength Length of a single dash. Must be strictly positive. * @param[in] blankLength Length of a single blank between dashes. Must be strictly positive. */ void ConstructDashedLine(const std::vector& linePoints, SDashedLine& dashedLineOut, const float dashLength, const float blankLength); /** * Subdivides a list of @p points into segments of maximum length @p maxSegmentLength that are of equal size between every two * control points. The resulting subdivided list of points is written back to @p points. * * @param points The list of intermediate points to subdivide. * @param maxSegmentLength The maximum length of a single segment after subdivision. Must be strictly positive. * @param closed Should the provided list of points be treated as a closed shape? If true, the resulting list of points will include * extra subdivided points between the last and the first point. */ void SubdividePoints(std::vector& points, float maxSegmentLength, bool closed); /** * Sets the coordinates of a rectangular textured overlay, for example used by selection rings of structures. */ void ConstructTexturedLineBox(SOverlayTexturedLine& overlay, const CVector2D& origin, const CFixedVector3D& rotation, const float sizeX, const float sizeZ); /** * Sets the coordinates of a circular textured overlay, for example by selection rings of units or attack range visualization. */ void ConstructTexturedLineCircle(SOverlayTexturedLine& overlay, const CVector2D& origin, const float overlay_radius); } // namespace #endif // INCLUDED_HELPER_RENDER