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renderFeature: Stretch tree foundation if needed
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past-due committed Mar 27, 2024
1 parent adf52d4 commit d38d6f5
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Showing 3 changed files with 21 additions and 12 deletions.
14 changes: 13 additions & 1 deletion src/display3d.cpp
Original file line number Diff line number Diff line change
Expand Up @@ -2484,12 +2484,24 @@ void renderFeature(FEATURE *psFeature, const glm::mat4 &viewMatrix, const glm::m
/* these cast a shadow */
pieFlags = pie_SHADOW;
}

iIMDBaseShape *imd = psFeature->sDisplay.imd;
if (imd)
{
iIMDShape *strImd = imd->displayModel();

float stretchDepth = 0.f;
if (!(strImd->flags & iV_IMD_NOSTRETCH))
{
if (psFeature->psStats->subType == FEAT_TREE) // for now, only do this for trees
{
stretchDepth = psFeature->pos.z - psFeature->foundationDepth;
}
}

/* Translate the feature - N.B. We can also do rotations here should we require
buildings to face different ways - Don't know if this is necessary - should be IMO */
pie_Draw3DShape(imd->displayModel(), 0, 0, brightness, pieFlags, 0, modelMatrix, viewMatrix);
pie_Draw3DShape(strImd, 0, 0, brightness, pieFlags, 0, modelMatrix, viewMatrix, stretchDepth);
}

setScreenDispWithPerspective(&psFeature->sDisplay, perspectiveViewMatrix * modelMatrix);
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18 changes: 7 additions & 11 deletions src/feature.cpp
Original file line number Diff line number Diff line change
Expand Up @@ -186,7 +186,7 @@ static void updateFeatureOrientation(FEATURE *psFeature)
int32_t hx0, hx1, hy0, hy1;
int newPitch, deltaPitch; //, pitchLimit;
int32_t dzdx, dzdy, dzdv, dzdw;
const int d = 20;
const int d = 20; // from updateDroidOrientation() - a magic number distance from the feature position
int32_t vX, vY;

// Find the height of 4 points around the feature center.
Expand All @@ -202,16 +202,11 @@ static void updateFeatureOrientation(FEATURE *psFeature)
psFeature->pos.z = MAX(psFeature->pos.z, (hx0 + hx1) / 2);
psFeature->pos.z = MAX(psFeature->pos.z, (hy0 + hy1) / 2);

if (psFeature->psStats->subType == FEAT_TREE)
if (psFeature->psStats->subType == FEAT_TREE ||
psFeature->psStats->subType == FEAT_SKYSCRAPER ||
psFeature->psStats->subType == FEAT_BUILDING)
{
// Do not rotate or pitch - trees look weird if they aren't pointing up
// FUTURE TODO: Ensure that no tree geometry is hovering above the terrain when placed on an aggressive slope, while still ensuring it points up, by burying the base a bit if needed?
return;
}
if (psFeature->psStats->subType == FEAT_SKYSCRAPER)
{
// Do not rotate or pitch - skyscrapers should also point up
// FUTURE TODO: Possibly stretch the base of the skyscraper if needed?
// Do not rotate or pitch - trees + buildings look weird if they aren't pointing up
return;
}

Expand All @@ -235,7 +230,6 @@ static void updateFeatureOrientation(FEATURE *psFeature)
psFeature->rot.roll = iAtan2(dzdw, (2 * d) << 16); // pitch = atan(∂z(x, y)/∂w)/2π << 16
}


/* Create a feature on the map */
FEATURE *buildFeature(FEATURE_STATS *psStats, UDWORD x, UDWORD y, bool FromSave, uint32_t id)
{
Expand Down Expand Up @@ -292,6 +286,7 @@ FEATURE *buildFeature(FEATURE_STATS *psStats, UDWORD x, UDWORD y, bool FromSave,
psFeature->body = psStats->body;
psFeature->periodicalDamageStart = 0;
psFeature->periodicalDamage = 0;
psFeature->foundationDepth = std::min<float>(foundationMin, TILE_MAX_HEIGHT);

// it has never been drawn
psFeature->sDisplay.frameNumber = 0;
Expand Down Expand Up @@ -357,6 +352,7 @@ FEATURE *buildFeature(FEATURE_STATS *psStats, UDWORD x, UDWORD y, bool FromSave,
FEATURE::FEATURE(uint32_t id, FEATURE_STATS const *psStats)
: BASE_OBJECT(OBJ_FEATURE, id, PLAYER_FEATURE) // Set the default player out of range to avoid targeting confusions
, psStats(psStats)
, foundationDepth(0.f)
{}

/* Release the resources associated with a feature */
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1 change: 1 addition & 0 deletions src/featuredef.h
Original file line number Diff line number Diff line change
Expand Up @@ -70,6 +70,7 @@ struct FEATURE : public BASE_OBJECT
~FEATURE();

FEATURE_STATS const *psStats;
float foundationDepth; ///< Depth of features's foundation // DISPLAY-ONLY

inline Vector2i size() const { return psStats->size(); }
};
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