Move ContrailRenderable into Mods.RA.
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120
OpenRA.Mods.RA/Graphics/ContrailRenderable.cs
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120
OpenRA.Mods.RA/Graphics/ContrailRenderable.cs
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#region Copyright & License Information
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/*
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* Copyright 2007-2013 The OpenRA Developers (see AUTHORS)
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* This file is part of OpenRA, which is free software. It is made
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* available to you under the terms of the GNU General Public License
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* as published by the Free Software Foundation. For more information,
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* see COPYING.
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*/
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#endregion
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using System.Drawing;
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using System.Linq;
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using OpenRA.Graphics;
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namespace OpenRA.Mods.RA.Graphics
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{
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public struct ContrailRenderable : IRenderable
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{
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public int Length { get { return trail.Length; } }
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readonly World world;
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// Store trail positions in a circular buffer
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readonly WPos[] trail;
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int next;
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int length;
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int skip;
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readonly Color color;
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readonly int zOffset;
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public ContrailRenderable(World world, Color color, int length, int skip, int zOffset)
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: this(world, new WPos[length], 0, 0, skip, color, zOffset) {}
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ContrailRenderable(World world, WPos[] trail, int next, int length, int skip, Color color, int zOffset)
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{
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this.world = world;
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this.trail = trail;
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this.next = next;
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this.length = length;
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this.skip = skip;
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this.color = color;
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this.zOffset = zOffset;
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}
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public WPos Pos { get { return trail[idx(next-1)]; } }
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public float Scale { get { return 1f; } }
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public PaletteReference Palette { get { return null; } }
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public int ZOffset { get { return zOffset; } }
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public bool IsDecoration { get { return true; } }
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public IRenderable WithScale(float newScale) { return new ContrailRenderable(world, (WPos[])trail.Clone(), next, length, skip, color, zOffset); }
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public IRenderable WithPalette(PaletteReference newPalette) { return new ContrailRenderable(world, (WPos[])trail.Clone(), next, length, skip, color, zOffset); }
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public IRenderable WithZOffset(int newOffset) { return new ContrailRenderable(world, (WPos[])trail.Clone(), next, length, skip, color, newOffset); }
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public IRenderable OffsetBy(WVec vec) { return new ContrailRenderable(world, trail.Select(pos => pos + vec).ToArray(), next, length, skip, color, zOffset); }
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public IRenderable AsDecoration() { return this; }
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public void BeforeRender(WorldRenderer wr) {}
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public void Render(WorldRenderer wr)
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{
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// Need at least 4 points to smooth the contrail over
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if (length - skip < 4)
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return;
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var wlr = Game.Renderer.WorldLineRenderer;
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var oldWidth = wlr.LineWidth;
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wlr.LineWidth = wr.Viewport.Zoom;
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// Start of the first line segment is the tail of the list - don't smooth it.
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var curPos = trail[idx(next - skip - 1)];
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var curCell = wr.world.Map.CellContaining(curPos);
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var curColor = color;
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for (var i = 0; i < length - skip - 4; i++)
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{
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var j = next - skip - i - 2;
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var nextPos = Average(trail[idx(j)], trail[idx(j-1)], trail[idx(j-2)], trail[idx(j-3)]);
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var nextCell = wr.world.Map.CellContaining(nextPos);
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var nextColor = Exts.ColorLerp(i * 1f / (length - 4), color, Color.Transparent);
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if (!world.FogObscures(curCell) && !world.FogObscures(nextCell))
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wlr.DrawLine(wr.ScreenPosition(curPos), wr.ScreenPosition(nextPos), curColor, nextColor);
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curPos = nextPos;
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curCell = nextCell;
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curColor = nextColor;
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}
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wlr.LineWidth = oldWidth;
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}
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public void RenderDebugGeometry(WorldRenderer wr) {}
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// Array index modulo length
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int idx(int i)
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{
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var j = i % trail.Length;
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return j < 0 ? j + trail.Length : j;
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}
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static WPos Average(params WPos[] list)
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{
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return list.Average();
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}
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public void Update(WPos pos)
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{
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trail[next] = pos;
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next = idx(next+1);
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if (length < trail.Length)
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length++;
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}
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public static Color ChooseColor(Actor self)
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{
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var ownerColor = Color.FromArgb(255, self.Owner.Color.RGB);
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return Exts.ColorLerp(0.5f, ownerColor, Color.White);
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}
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}
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}
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