From 021e1116b850f638012866c0f0d71f492eb6c7a3 Mon Sep 17 00:00:00 2001 From: Sascha Biedermann Date: Tue, 19 Mar 2013 18:41:36 +0100 Subject: [PATCH] added moving average to contrails to smooth them when aircraft are circling --- OpenRA.Game/PPos.cs | 2 ++ OpenRA.Mods.RA/Effects/Contrail.cs | 10 ++++++---- 2 files changed, 8 insertions(+), 4 deletions(-) diff --git a/OpenRA.Game/PPos.cs b/OpenRA.Game/PPos.cs index 05f757eb6e..3ce73312dc 100644 --- a/OpenRA.Game/PPos.cs +++ b/OpenRA.Game/PPos.cs @@ -29,6 +29,8 @@ namespace OpenRA public static explicit operator PVecInt(PPos a) { return new PVecInt(a.X, a.Y); } public static explicit operator PVecFloat(PPos a) { return new PVecFloat(a.X, a.Y); } + public static PPos operator /(PPos a, int b) { return new PPos(a.X / b , a.Y / b); } + public static PPos operator +(PPos a, PPos b) { return new PPos(a.X + b.X, a.Y + b.Y); } public static PPos operator +(PPos a, PVecInt b) { return new PPos(a.X + b.X, a.Y + b.Y); } public static PVecInt operator -(PPos a, PPos b) { return new PVecInt(a.X - b.X, a.Y - b.Y); } public static PPos operator -(PPos a, PVecInt b) { return new PPos(a.X - b.X, a.Y - b.Y); } diff --git a/OpenRA.Mods.RA/Effects/Contrail.cs b/OpenRA.Mods.RA/Effects/Contrail.cs index 1fa6602b5c..1db4bf1bb4 100755 --- a/OpenRA.Mods.RA/Effects/Contrail.cs +++ b/OpenRA.Mods.RA/Effects/Contrail.cs @@ -20,7 +20,7 @@ namespace OpenRA.Mods.RA { public readonly int[] ContrailOffset = {0, 0}; - public readonly int TrailLength = 20; + public readonly int TrailLength = 25; public readonly Color Color = Color.White; public readonly bool UsePlayerColor = true; @@ -86,10 +86,12 @@ namespace OpenRA.Mods.RA Color trailStart = Color; Color trailEnd = Color.FromArgb(trailStart.A - 255 / TrailLength, trailStart.R, trailStart.G, trailStart.B); - for (int i = positions.Count - 1 - StartSkip; i >= 1; --i) + for (int i = positions.Count - 1 - StartSkip; i >= 4; --i) { - var conPos = positions[i]; - var nextPos = positions[i - 1]; + var conPos = positions[i] + positions[i-1] + positions[i-2] + positions[i-3]; + conPos /= 4; + var nextPos = positions[i-1] + positions[i-2] + positions[i-3] + positions[i-4]; + nextPos /= 4; if (self.World.RenderedShroud.IsVisible(conPos.ToCPos()) || self.World.RenderedShroud.IsVisible(nextPos.ToCPos()))