| 123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160161162163164165166167168169170171172173174175176177178179180181182183184185186187188189190191192193194195196197198199200201202203204205206207208209210211212213214215216217218219220221222223224225226227228229230231232233234235236237238239240241242243244245246247248249250251252253254255256257258259260261262263264265266267268269270271272273274275276277278279280281282283284285286287288289290291292293294295296297298299300301302303304305306307308309310311312313314315316317318319 |
- using System.Numerics;
- using Content.Client.UserInterface.Controls;
- using Content.Shared.Shuttles.Components;
- using Robust.Client.AutoGenerated;
- using Robust.Client.Graphics;
- using Robust.Client.ResourceManagement;
- using Robust.Client.UserInterface.XAML;
- using Robust.Shared.Map.Components;
- using Robust.Shared.Physics;
- using Robust.Shared.Threading;
- using Robust.Shared.Timing;
- using Robust.Shared.Utility;
- using Vector2 = System.Numerics.Vector2;
- namespace Content.Client.Shuttles.UI;
- /// <summary>
- /// Provides common functionality for radar-like displays on shuttle consoles.
- /// </summary>
- [GenerateTypedNameReferences]
- [Virtual]
- public partial class BaseShuttleControl : MapGridControl
- {
- [Dependency] private readonly IParallelManager _parallel = default!;
- protected readonly SharedMapSystem Maps;
- protected readonly Font Font;
- private GridDrawJob _drawJob;
- // Cache grid drawing data as it can be expensive to build
- public readonly Dictionary<EntityUid, GridDrawData> GridData = new();
- // Per-draw caching
- private readonly List<Vector2i> _gridTileList = new();
- private readonly HashSet<Vector2i> _gridNeighborSet = new();
- private readonly List<(Vector2 Start, Vector2 End)> _edges = new();
- private Vector2[] _allVertices = Array.Empty<Vector2>();
- private (DirectionFlag, Vector2i)[] _neighborDirections;
- public BaseShuttleControl() : this(32f, 32f, 32f)
- {
- }
- public BaseShuttleControl(float minRange, float maxRange, float range) : base(minRange, maxRange, range)
- {
- RobustXamlLoader.Load(this);
- Maps = EntManager.System<SharedMapSystem>();
- Font = new VectorFont(IoCManager.Resolve<IResourceCache>().GetResource<FontResource>("/Fonts/NotoSans/NotoSans-Regular.ttf"), 12);
- _drawJob = new GridDrawJob()
- {
- ScaledVertices = _allVertices,
- };
- _neighborDirections = new (DirectionFlag, Vector2i)[4];
- for (var i = 0; i < 4; i++)
- {
- var dir = (DirectionFlag) Math.Pow(2, i);
- var dirVec = dir.AsDir().ToIntVec();
- _neighborDirections[i] = (dir, dirVec);
- }
- }
- protected void DrawData(DrawingHandleScreen handle, string text)
- {
- var coordsDimensions = handle.GetDimensions(Font, text, 1f);
- const float coordsMargins = 5f;
- handle.DrawString(Font,
- new Vector2(coordsMargins, PixelHeight) - new Vector2(0f, coordsDimensions.Y + coordsMargins),
- text,
- Color.FromSrgb(IFFComponent.SelfColor));
- }
- protected void DrawCircles(DrawingHandleScreen handle)
- {
- // Equatorial lines
- var gridLines = Color.LightGray.WithAlpha(0.01f);
- // Each circle is this x distance of the last one.
- const float EquatorialMultiplier = 2f;
- var minDistance = MathF.Pow(EquatorialMultiplier, EquatorialMultiplier * 1.5f);
- var maxDistance = MathF.Pow(2f, EquatorialMultiplier * 6f);
- var cornerDistance = MathF.Sqrt(WorldRange * WorldRange + WorldRange * WorldRange);
- var origin = ScalePosition(-new Vector2(Offset.X, -Offset.Y));
- for (var radius = minDistance; radius <= maxDistance; radius *= EquatorialMultiplier)
- {
- if (radius > cornerDistance)
- continue;
- var color = Color.ToSrgb(gridLines).WithAlpha(0.05f);
- var scaledRadius = MinimapScale * radius;
- var text = $"{radius:0}m";
- var textDimensions = handle.GetDimensions(Font, text, UIScale);
- handle.DrawCircle(origin, scaledRadius, color, false);
- handle.DrawString(Font, ScalePosition(new Vector2(0f, -radius)) - new Vector2(0f, textDimensions.Y), text, UIScale, color);
- }
- const int gridLinesRadial = 8;
- for (var i = 0; i < gridLinesRadial; i++)
- {
- Angle angle = (Math.PI / gridLinesRadial) * i;
- // TODO: Handle distance properly.
- var aExtent = angle.ToVec() * ScaledMinimapRadius * 1.42f;
- var lineColor = Color.MediumSpringGreen.WithAlpha(0.02f);
- handle.DrawLine(origin - aExtent, origin + aExtent, lineColor);
- }
- }
- protected void DrawGrid(DrawingHandleScreen handle, Matrix3x2 gridToView, Entity<MapGridComponent> grid, Color color, float alpha = 0.01f)
- {
- var rator = Maps.GetAllTilesEnumerator(grid.Owner, grid.Comp);
- var minimapScale = MinimapScale;
- var midpoint = new Vector2(MidPoint, MidPoint);
- var tileSize = grid.Comp.TileSize;
- // Check if we even have data
- // TODO: Need to prune old grid-data if we don't draw it.
- var gridData = GridData.GetOrNew(grid.Owner);
- if (gridData.LastBuild < grid.Comp.LastTileModifiedTick)
- {
- gridData.Vertices.Clear();
- _gridTileList.Clear();
- _gridNeighborSet.Clear();
- // Okay so there's 2 steps to this
- // 1. Is that get we get a set of all tiles. This is used to decompose into triangle-strips
- // 2. Is that we get a list of all tiles. This is used for edge data to decompose into line-strips.
- while (rator.MoveNext(out var tileRef))
- {
- var index = tileRef.Value.GridIndices;
- _gridNeighborSet.Add(index);
- _gridTileList.Add(index);
- var bl = Maps.TileToVector(grid, index);
- var br = bl + new Vector2(tileSize, 0f);
- var tr = bl + new Vector2(tileSize, tileSize);
- var tl = bl + new Vector2(0f, tileSize);
- gridData.Vertices.Add(bl);
- gridData.Vertices.Add(br);
- gridData.Vertices.Add(tl);
- gridData.Vertices.Add(br);
- gridData.Vertices.Add(tl);
- gridData.Vertices.Add(tr);
- }
- gridData.EdgeIndex = gridData.Vertices.Count;
- _edges.Clear();
- foreach (var index in _gridTileList)
- {
- // We get all of the raw lines up front
- // then we decompose them into longer lines in a separate step.
- foreach (var (dir, dirVec) in _neighborDirections)
- {
- var neighbor = index + dirVec;
- if (_gridNeighborSet.Contains(neighbor))
- continue;
- var bl = Maps.TileToVector(grid, index);
- var br = bl + new Vector2(tileSize, 0f);
- var tr = bl + new Vector2(tileSize, tileSize);
- var tl = bl + new Vector2(0f, tileSize);
- // Could probably rotate this but this might be faster?
- Vector2 actualStart;
- Vector2 actualEnd;
- switch (dir)
- {
- case DirectionFlag.South:
- actualStart = bl;
- actualEnd = br;
- break;
- case DirectionFlag.East:
- actualStart = br;
- actualEnd = tr;
- break;
- case DirectionFlag.North:
- actualStart = tr;
- actualEnd = tl;
- break;
- case DirectionFlag.West:
- actualStart = tl;
- actualEnd = bl;
- break;
- default:
- throw new NotImplementedException();
- }
- _edges.Add((actualStart, actualEnd));
- }
- }
- // Decompose the edges into longer lines to save data.
- // Now we decompose the lines into longer lines (less data to send to the GPU)
- var decomposed = true;
- while (decomposed)
- {
- decomposed = false;
- for (var i = 0; i < _edges.Count; i++)
- {
- var (start, end) = _edges[i];
- var neighborFound = false;
- var neighborIndex = 0;
- Vector2 neighborStart;
- Vector2 neighborEnd = Vector2.Zero;
- // Does our end correspond with another start?
- for (var j = i + 1; j < _edges.Count; j++)
- {
- (neighborStart, neighborEnd) = _edges[j];
- if (!end.Equals(neighborStart))
- continue;
- neighborFound = true;
- neighborIndex = j;
- break;
- }
- if (!neighborFound)
- continue;
- // Check if our start and the neighbor's end are collinear
- if (!CollinearSimplifier.IsCollinear(start, end, neighborEnd, 10f * float.Epsilon))
- continue;
- decomposed = true;
- _edges[i] = (start, neighborEnd);
- _edges.RemoveAt(neighborIndex);
- }
- }
- gridData.Vertices.EnsureCapacity(_edges.Count * 2);
- foreach (var edge in _edges)
- {
- gridData.Vertices.Add(edge.Start);
- gridData.Vertices.Add(edge.End);
- }
- gridData.LastBuild = grid.Comp.LastTileModifiedTick;
- }
- var totalData = gridData.Vertices.Count;
- var triCount = gridData.EdgeIndex;
- var edgeCount = totalData - gridData.EdgeIndex;
- Extensions.EnsureLength(ref _allVertices, totalData);
- _drawJob.MidPoint = midpoint;
- _drawJob.Matrix = gridToView;
- _drawJob.MinimapScale = minimapScale;
- _drawJob.Vertices = gridData.Vertices;
- _drawJob.ScaledVertices = _allVertices;
- _parallel.ProcessNow(_drawJob, totalData);
- const float BatchSize = 3f * 4096;
- for (var i = 0; i < Math.Ceiling(triCount / BatchSize); i++)
- {
- var start = (int) (i * BatchSize);
- var end = (int) Math.Min(triCount, start + BatchSize);
- var count = end - start;
- handle.DrawPrimitives(DrawPrimitiveTopology.TriangleList, new Span<Vector2>(_allVertices, start, count), color.WithAlpha(alpha));
- }
- handle.DrawPrimitives(DrawPrimitiveTopology.LineList, new Span<Vector2>(_allVertices, gridData.EdgeIndex, edgeCount), color);
- }
- private record struct GridDrawJob : IParallelRobustJob
- {
- public int BatchSize => 64;
- public float MinimapScale;
- public Vector2 MidPoint;
- public Matrix3x2 Matrix;
- public List<Vector2> Vertices;
- public Vector2[] ScaledVertices;
- public void Execute(int index)
- {
- ScaledVertices[index] = Vector2.Transform(Vertices[index], Matrix);
- }
- }
- }
- public sealed class GridDrawData
- {
- /*
- * List of lists because we use LineStrip and TriangleStrip respectively (less data to pass to the GPU).
- */
- public List<Vector2> Vertices = new();
- /// <summary>
- /// Vertices index from when edges start.
- /// </summary>
- public int EdgeIndex;
- public GameTick LastBuild;
- }
|