Adds snapping to edges for buildings

Allows to place buildings a bit faster and more perfectly aligned. Also
it helps to find a nearest placeable position in some cases.

Reviewed By: elexis
Comments By: Stan, wraitii
Differential Revision: https://code.wildfiregames.com/D2079
This was SVN commit r23330.
This commit is contained in:
vladislavbelov
2020-01-05 01:08:05 +00:00
parent cf7635f57b
commit a8f241da5d
13 changed files with 308 additions and 16 deletions
@@ -1,4 +1,4 @@
/* Copyright (C) 2019 Wildfire Games.
/* 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
@@ -20,6 +20,7 @@
#include "JSInterface_Simulation.h"
#include "graphics/GameView.h"
#include "ps/ConfigDB.h"
#include "ps/Game.h"
#include "ps/GameSetup/Config.h"
#include "ps/Pyrogenesis.h"
@@ -29,9 +30,11 @@
#include "simulation2/components/ICmpAIManager.h"
#include "simulation2/components/ICmpCommandQueue.h"
#include "simulation2/components/ICmpGuiInterface.h"
#include "simulation2/components/ICmpPosition.h"
#include "simulation2/components/ICmpSelectable.h"
#include "simulation2/helpers/Selection.h"
#include <array>
#include <fstream>
JS::Value JSI_Simulation::GuiInterfaceCall(ScriptInterface::CxPrivate* pCxPrivate, const std::wstring& name, JS::HandleValue data)
@@ -114,6 +117,79 @@ std::vector<entity_id_t> JSI_Simulation::GetEntitiesWithStaticObstructionOnScree
return EntitySelection::GetEntitiesWithComponentInRect<StaticObstructionFilter>(*g_Game->GetSimulation2(), IID_Obstruction, *g_Game->GetView()->GetCamera(), 0, 0, g_xres, g_yres);
}
JS::Value JSI_Simulation::GetEdgesOfStaticObstructionsOnScreenNearTo(ScriptInterface::CxPrivate* pCxPrivate, entity_pos_t x, entity_pos_t z)
{
if (!g_Game)
return JS::UndefinedValue();
CSimulation2* sim = g_Game->GetSimulation2();
ENSURE(sim);
JSContext* cx = pCxPrivate->pScriptInterface->GetContext();
JSAutoRequest rq(cx);
JS::RootedValue edgeList(cx);
ScriptInterface::CreateArray(cx, &edgeList);
int edgeListIndex = 0;
float distanceThreshold = 10.0f;
CFG_GET_VAL("gui.session.snaptoedgesdistancethreshold", distanceThreshold);
CFixedVector2D entityPos(x, z);
std::vector<entity_id_t> entities = GetEntitiesWithStaticObstructionOnScreen(pCxPrivate);
for (entity_id_t entity : entities)
{
CmpPtr<ICmpObstruction> cmpObstruction(sim->GetSimContext(), entity);
if (!cmpObstruction)
continue;
CmpPtr<ICmpPosition> cmpPosition(sim->GetSimContext(), entity);
if (!cmpPosition || !cmpPosition->IsInWorld())
continue;
CFixedVector2D halfSize = cmpObstruction->GetStaticSize() / 2;
if (halfSize.X.IsZero() || halfSize.Y.IsZero() || std::max(halfSize.X, halfSize.Y) <= fixed::FromInt(2))
continue;
std::array<CFixedVector2D, 4> corners = {
CFixedVector2D(-halfSize.X, -halfSize.Y),
CFixedVector2D(-halfSize.X, halfSize.Y),
halfSize,
CFixedVector2D(halfSize.X, -halfSize.Y)
};
fixed angle = cmpPosition->GetRotation().Y;
for (CFixedVector2D& corner : corners)
corner = corner.Rotate(angle) + cmpPosition->GetPosition2D();
for (size_t i = 0; i < corners.size(); ++i)
{
JS::RootedValue edge(cx);
const CFixedVector2D& corner = corners[i];
const CFixedVector2D& nextCorner = corners[(i + 1) % corners.size()];
// TODO: calculate real distance;
fixed distanceToEdge = std::min(
(corner - entityPos).Length(),
(nextCorner - entityPos).Length());
if (distanceToEdge.ToFloat() > distanceThreshold)
continue;
CFixedVector2D normal = -(nextCorner - corner).Perpendicular();
normal.Normalize();
ScriptInterface::CreateObject(
cx,
&edge,
"begin", corner,
"end", nextCorner,
"angle", angle,
"normal", normal,
"order", "cw");
pCxPrivate->pScriptInterface->SetPropertyInt(edgeList, edgeListIndex++, edge);
}
}
return edgeList;
}
std::vector<entity_id_t> JSI_Simulation::PickSimilarPlayerEntities(ScriptInterface::CxPrivate* UNUSED(pCxPrivate), const std::string& templateName, bool includeOffScreen, bool matchRank, bool allowFoundations)
{
return EntitySelection::PickSimilarEntities(*g_Game->GetSimulation2(), *g_Game->GetView()->GetCamera(), templateName, g_Game->GetViewedPlayerID(), includeOffScreen, matchRank, false, allowFoundations);
@@ -140,6 +216,7 @@ void JSI_Simulation::RegisterScriptFunctions(const ScriptInterface& scriptInterf
scriptInterface.RegisterFunction<std::vector<entity_id_t>, int, &PickPlayerEntitiesOnScreen>("PickPlayerEntitiesOnScreen");
scriptInterface.RegisterFunction<std::vector<entity_id_t>, &PickNonGaiaEntitiesOnScreen>("PickNonGaiaEntitiesOnScreen");
scriptInterface.RegisterFunction<std::vector<entity_id_t>, &GetEntitiesWithStaticObstructionOnScreen>("GetEntitiesWithStaticObstructionOnScreen");
scriptInterface.RegisterFunction<JS::Value, entity_pos_t, entity_pos_t, &GetEdgesOfStaticObstructionsOnScreenNearTo>("GetEdgesOfStaticObstructionsOnScreenNearTo");
scriptInterface.RegisterFunction<std::vector<entity_id_t>, std::string, bool, bool, bool, &PickSimilarPlayerEntities>("PickSimilarPlayerEntities");
scriptInterface.RegisterFunction<void, bool, &SetBoundingBoxDebugOverlay>("SetBoundingBoxDebugOverlay");
}