Esempio n. 1
0
//-----------------------------------------------------------------------------
// Regenerate the texture
//-----------------------------------------------------------------------------
void CDensityTextureRegen::RegenerateTextureBits( ITexture *pTexture, IVTFTexture *pVTFTexture, Rect_t *pSubRect )
{
	unsigned char *imageData = pVTFTexture->ImageData( 0, 0, 0 );
	int x, y, unitx, unity, offset, width, height, radius;

	Msg("Generating density texture...\n");

	width = pVTFTexture->Width();
	height = pVTFTexture->Height();

	memset( imageData, 0, width * height );

	CUnitBase *pUnit;
	CUnitBase **pList = g_Unit_Manager.AccessUnits();
	for( int i = 0; i < g_Unit_Manager.NumUnits(); i++ )
	{
		pUnit = pList[i];
		DensityWeightsMap map;
		map.Init( pUnit );
		map.SetType( DENSITY_GAUSSIAN );
		map.OnCollisionSizeChanged();
		

		const Vector &vOrigin = pUnit->GetAbsOrigin();
		unitx = (vOrigin.x + (FOW_WORLDSIZE / 2)) / (float)DENSITY_TILESIZE;
		unity = (vOrigin.y + (FOW_WORLDSIZE / 2)) / (float)DENSITY_TILESIZE;
		radius = (int)((pUnit->CollisionProp()->BoundingRadius2D() * 2) / DENSITY_TILESIZE);

		Msg("%d Density %d %d %d %d %d %d %d\n", pUnit->entindex(), map.GetSizeX(), map.GetSizeY(), unitx, unity, radius, MAX(unity-radius, 0), MIN(unity+radius, height) );

		for( y = MAX(unity-radius, 0); y < MIN(unity+radius, height); y++ )
		{
			for( x = MAX(unitx-radius, 0); x < MIN(unitx+radius, width); x++ )
			{
				offset = ( x + y * width );

				Vector vTest = Vector(
							x * DENSITY_TILESIZE - ( FOW_WORLDSIZE / 2 ),
							y * DENSITY_TILESIZE - ( FOW_WORLDSIZE / 2 ),
							0.0f	
						);

				imageData[offset] += map.Get( vTest ) * 255;
			}
		}
	}
}
Esempio n. 2
0
void CPotentialField::Update()
{
	int iPosX, iPosY, iMinX, iMinY, iMaxX, iMaxY, x, y;
	CUnitBase *pUnit;
	CUnitBase **ppUnits = g_Unit_Manager.AccessUnits();
	int i;
	for ( i = 0; i < g_Unit_Manager.NumUnits(); i++ )
	{
		pUnit = ppUnits[i];

		if( !pUnit->IsSolid() || !pUnit->CanBeSeen() )
			continue;

		const Vector &origin = pUnit->GetAbsOrigin();

		iPosX = (origin.x + (PF_SIZE / 2)) / (float)PF_TILESIZE;
		iPosY = (origin.y + (PF_SIZE / 2)) / (float)PF_TILESIZE;

		iMinX = MAX(iPosX-PF_CONSIDER, 0);
		iMaxX = MIN(PF_SIZE-1, iPosX+PF_CONSIDER);
		iMinY = MAX(iPosY-PF_CONSIDER, 0);
		iMaxY = MIN(PF_SIZE-1, iPosY+PF_CONSIDER);

		for(x=iMinX; x <= iMaxX; x++)
		{
			for(y=iMinY; y <= iMaxY; y++)
			{
				m_Density[x][y] += gaussian(x-iPosX, y-iPosY, unit_potential_stdev.GetFloat());
				m_AvgVelocities[x][y] += pUnit->GetAbsVelocity()*m_Density[x][y];
			}
		}
	};

	for(x=0; x<PF_ARRAYSIZE; x++)
	{
		for(y=0; y<PF_ARRAYSIZE; y++)
		{
			if( m_Density[x][y] != 0 )
				m_AvgVelocities[x][y] /=  m_Density[x][y];
		}
	}
}