Move TileSize definition to terrain info.
This commit is contained in:
committed by
Gustas Kažukauskas
parent
0f7b24a8c0
commit
25188e849e
@@ -141,7 +141,7 @@ namespace OpenRA.Mods.Cnc.Graphics
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{
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var map = wr.World.Map;
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var groundPos = model.Pos - new WVec(0, 0, map.DistanceAboveTerrain(model.Pos).Length);
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var groundZ = (float)map.Grid.TileSize.Height * (groundPos.Z - model.Pos.Z) / map.Grid.TileScale;
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var groundZ = (float)map.Rules.TerrainInfo.TileSize.Height * (groundPos.Z - model.Pos.Z) / map.Grid.TileScale;
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var pxOrigin = wr.Screen3DPosition(model.Pos);
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// HACK: We don't have enough texture channels to pass the depth data to the shader
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@@ -152,7 +152,7 @@ namespace OpenRA.Mods.Cnc.Graphics
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// sloped towards the camera. Offset it by another half cell to avoid clipping.
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var cell = map.CellContaining(model.Pos);
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if (map.Ramp.Contains(cell) && map.Ramp[cell] == 7)
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pxOrigin += new float3(0, 0, 0.5f * map.Grid.TileSize.Height);
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pxOrigin += new float3(0, 0, 0.5f * map.Rules.TerrainInfo.TileSize.Height);
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var shadowOrigin = pxOrigin - groundZ * new float2(renderProxy.ShadowDirection, 1);
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@@ -179,7 +179,7 @@ namespace OpenRA.Mods.Cnc.Graphics
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public void RenderDebugGeometry(WorldRenderer wr)
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{
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var groundPos = model.Pos - new WVec(0, 0, wr.World.Map.DistanceAboveTerrain(model.Pos).Length);
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var groundZ = wr.World.Map.Grid.TileSize.Height * (groundPos.Z - model.Pos.Z) / 1024f;
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var groundZ = wr.World.Map.Rules.TerrainInfo.TileSize.Height * (groundPos.Z - model.Pos.Z) / 1024f;
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var pxOrigin = wr.Screen3DPosition(model.Pos);
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var shadowOrigin = pxOrigin - groundZ * new float2(renderProxy.ShadowDirection, 1);
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