Convert TerrainGeometryOverlay to IRenderAboveShroud.
This commit is contained in:
@@ -9,9 +9,11 @@
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*/
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*/
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#endregion
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#endregion
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using System.Collections.Generic;
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using System.Linq;
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using System.Linq;
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using OpenRA.Graphics;
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using OpenRA.Graphics;
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using OpenRA.Mods.Common.Commands;
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using OpenRA.Mods.Common.Commands;
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using OpenRA.Mods.Common.Graphics;
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using OpenRA.Primitives;
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using OpenRA.Primitives;
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using OpenRA.Traits;
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using OpenRA.Traits;
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@@ -20,7 +22,7 @@ namespace OpenRA.Mods.Common.Traits
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[Desc("Renders a debug overlay showing the terrain cells. Attach this to the world actor.")]
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[Desc("Renders a debug overlay showing the terrain cells. Attach this to the world actor.")]
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public class TerrainGeometryOverlayInfo : TraitInfo<TerrainGeometryOverlay> { }
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public class TerrainGeometryOverlayInfo : TraitInfo<TerrainGeometryOverlay> { }
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public class TerrainGeometryOverlay : IRenderAboveWorld, IWorldLoaded, IChatCommand
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public class TerrainGeometryOverlay : IRenderAboveShroud, IWorldLoaded, IChatCommand
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{
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{
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const string CommandName = "terrainoverlay";
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const string CommandName = "terrainoverlay";
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const string CommandDesc = "toggles the terrain geometry overlay.";
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const string CommandDesc = "toggles the terrain geometry overlay.";
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@@ -45,20 +47,19 @@ namespace OpenRA.Mods.Common.Traits
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Enabled ^= true;
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Enabled ^= true;
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}
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}
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void IRenderAboveWorld.RenderAboveWorld(Actor self, WorldRenderer wr)
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IEnumerable<IRenderable> IRenderAboveShroud.RenderAboveShroud(Actor self, WorldRenderer wr)
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{
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{
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if (!Enabled)
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if (!Enabled)
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return;
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yield break;
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var map = wr.World.Map;
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var map = wr.World.Map;
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var tileSet = wr.World.Map.Rules.TileSet;
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var tileSet = wr.World.Map.Rules.TileSet;
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var wcr = Game.Renderer.WorldRgbaColorRenderer;
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var colors = tileSet.HeightDebugColors;
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var colors = tileSet.HeightDebugColors;
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var mouseCell = wr.Viewport.ViewToWorld(Viewport.LastMousePos).ToMPos(wr.World.Map);
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var mouseCell = wr.Viewport.ViewToWorld(Viewport.LastMousePos).ToMPos(wr.World.Map);
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foreach (var uv in wr.Viewport.AllVisibleCells.CandidateMapCoords)
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foreach (var uv in wr.Viewport.AllVisibleCells.CandidateMapCoords)
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{
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{
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if (!map.Height.Contains(uv))
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if (!map.Height.Contains(uv) || self.World.ShroudObscures(uv))
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continue;
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continue;
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var height = (int)map.Height[uv];
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var height = (int)map.Height[uv];
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@@ -67,16 +68,18 @@ namespace OpenRA.Mods.Common.Traits
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var ramp = ti != null ? ti.RampType : 0;
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var ramp = ti != null ? ti.RampType : 0;
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var corners = map.Grid.CellCorners[ramp];
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var corners = map.Grid.CellCorners[ramp];
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var color = corners.Select(c => colors[height + c.Z / 512]).ToArray();
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var pos = map.CenterOfCell(uv.ToCPos(map));
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var pos = map.CenterOfCell(uv.ToCPos(map));
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var screen = corners.Select(c => wr.Screen3DPxPosition(pos + c)).ToArray();
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var width = uv == mouseCell ? 3 : 1;
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var width = (uv == mouseCell ? 3 : 1) / wr.Viewport.Zoom;
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// Colors change between points, so render separately
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// Colors change between points, so render separately
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for (var i = 0; i < 4; i++)
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for (var i = 0; i < 4; i++)
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{
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{
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var j = (i + 1) % 4;
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var j = (i + 1) % 4;
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wcr.DrawLine(screen[i], screen[j], width, color[i], color[j]);
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var start = pos + corners[i];
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var end = pos + corners[j];
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var startColor = colors[height + corners[i].Z / 512];
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var endColor = colors[height + corners[j].Z / 512];
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yield return new LineAnnotationRenderable(start, end, width, startColor, endColor);
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}
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}
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}
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}
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@@ -85,13 +88,16 @@ namespace OpenRA.Mods.Common.Traits
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foreach (var puv in map.ProjectedCellsCovering(mouseCell))
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foreach (var puv in map.ProjectedCellsCovering(mouseCell))
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{
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{
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var pos = map.CenterOfCell(((MPos)puv).ToCPos(map));
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var pos = map.CenterOfCell(((MPos)puv).ToCPos(map));
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var screen = projectedCorners.Select(c => wr.Screen3DPxPosition(pos + c - new WVec(0, 0, pos.Z))).ToArray();
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for (var i = 0; i < 4; i++)
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for (var i = 0; i < 4; i++)
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{
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{
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var j = (i + 1) % 4;
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var j = (i + 1) % 4;
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wcr.DrawLine(screen[i], screen[j], 3 / wr.Viewport.Zoom, Color.Navy);
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var start = pos + projectedCorners[i] - new WVec(0, 0, pos.Z);
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var end = pos + projectedCorners[j] - new WVec(0, 0, pos.Z);
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yield return new LineAnnotationRenderable(start, end, 3, Color.Navy);
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}
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}
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}
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}
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}
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}
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bool IRenderAboveShroud.SpatiallyPartitionable { get { return false; } }
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}
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}
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}
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}
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