Esempio n. 1
0
void AreaShader::shadeArea(Surface& s, const Area* ar) const
{
    WFMath::Polygon<2> clipped = ar->clipToSegment(s.m_segment);
    assert(clipped.isValid());
    
    if (clipped.numCorners() == 0) return;
 
    Point2 segOrigin = s.m_segment.getRect().lowCorner();
    clipped.shift(Point2(0,0) - segOrigin);
    scanConvert(clipped, s);
}
Esempio n. 2
0
bool TerrainArea::parseArea()
{
	if (!mEntity.hasAttr("area")) {
		S_LOG_FAILURE("TerrainArea created for entity with no area attribute");
		return false;
	}

	const Atlas::Message::Element areaElem(mEntity.valueOfAttr("area"));

	if (!areaElem.isMap()) {
		S_LOG_FAILURE("TerrainArea element ('area') must be of map type.");
		return false;
	}

	const Atlas::Message::MapType& areaData(areaElem.asMap());

	int layer = 0;
	WFMath::Polygon<2> poly;
	TerrainAreaParser parser;
	if (parser.parseArea(areaData, poly, layer)) {
		if (!mArea) {
			mArea = new Mercator::Area(layer, false);
		} else {
			//A bit of an ugly hack here since the Mercator system doesn't support changing the layer. We need to swap the old area for a new one if the layer has changed.
			if (mArea->getLayer() != layer) {
				mOldArea = mArea;
				mArea = new Mercator::Area(layer, false);
			}
		}
		// transform polygon into terrain coords
		WFMath::Vector<3> xVec = WFMath::Vector<3>(1.0, 0.0, 0.0).rotate(mEntity.getOrientation());
		double theta = atan2(xVec.y(), xVec.x()); // rotation about Z

		WFMath::RotMatrix<2> rm;
		poly.rotatePoint(rm.rotation(theta), WFMath::Point<2>(0, 0));
		poly.shift(WFMath::Vector<2>(mEntity.getPosition().x(), mEntity.getPosition().y()));

		mArea->setShape(poly);

		return true;
	} else {
		return false;
	}
}
Esempio n. 3
0
bool TerrainArea::placeArea(WFMath::Polygon<2>& poly)
{
	//If the position if invalid we can't do anything with the area yet.
	if (!mEntity.getPosition().isValid()) {
		return false;
	}

	// transform polygon into terrain coords

	if (mEntity.getOrientation().isValid()) {
		WFMath::Vector<3> xVec = WFMath::Vector<3>(1.0, 0.0, 0.0).rotate(mEntity.getOrientation());
		double theta = atan2(xVec.y(), xVec.x()); // rotation about Z

		WFMath::RotMatrix<2> rm;
		poly.rotatePoint(rm.rotation(theta), WFMath::Point<2>(0, 0));
	}
	poly.shift(WFMath::Vector<2>(mEntity.getPosition().x(), mEntity.getPosition().y()));


	return true;
}