Merge pull request #7748 from pchote/heightmap-input

Account for terrain height and slope when calculating order location.
This commit is contained in:
Taryn Hill
2015-04-01 07:57:33 -05:00
7 changed files with 166 additions and 90 deletions

View File

@@ -87,6 +87,29 @@ namespace OpenRA
return r.Contains(p.ToPointF());
}
static int WindingDirectionTest(int2 v0, int2 v1, int2 p)
{
return (v1.X - v0.X) * (p.Y - v0.Y) - (p.X - v0.X) * (v1.Y - v0.Y);
}
public static bool PolygonContains(this int2[] polygon, int2 p)
{
var windingNumber = 0;
for (var i = 0; i < polygon.Length; i++)
{
var tv = polygon[i];
var nv = polygon[(i + 1) % polygon.Length];
if (tv.Y <= p.Y && nv.Y > p.Y && WindingDirectionTest(tv, nv, p) > 0)
windingNumber++;
else if (tv.Y > p.Y && nv.Y <= p.Y && WindingDirectionTest(tv, nv, p) < 0)
windingNumber--;
}
return windingNumber != 0;
}
public static bool HasModifier(this Modifiers k, Modifiers mod)
{
return (k & mod) == mod;

View File

@@ -494,7 +494,7 @@ namespace OpenRA
if (worldRenderer != null)
{
Renderer.BeginFrame(worldRenderer.Viewport.TopLeft, worldRenderer.Viewport.Zoom);
Sound.SetListenerPosition(worldRenderer.Position(worldRenderer.Viewport.CenterLocation));
Sound.SetListenerPosition(worldRenderer.Viewport.CenterPosition);
worldRenderer.Draw();
}
else

View File

@@ -105,9 +105,71 @@ namespace OpenRA.Graphics
public CPos ViewToWorld(int2 view)
{
var world = worldRenderer.Viewport.ViewToWorldPx(view);
var map = worldRenderer.World.Map;
var ts = Game.ModData.Manifest.TileSize;
var candidates = CandidateMouseoverCells(world);
var tileSet = worldRenderer.World.TileSet;
foreach (var uv in candidates)
{
// Coarse filter to nearby cells
var p = map.CenterOfCell(uv.ToCPos(map.TileShape));
var s = worldRenderer.ScreenPxPosition(p);
if (Math.Abs(s.X - world.X) <= ts.Width && Math.Abs(s.Y - world.Y) <= ts.Height)
{
var ramp = 0;
if (map.Contains(uv))
{
var tile = map.MapTiles.Value[uv];
var ti = tileSet.GetTileInfo(tile);
if (ti != null)
ramp = ti.RampType;
}
var corners = map.CellCorners[ramp];
var pos = map.CenterOfCell(uv.ToCPos(map));
var screen = corners.Select(c => worldRenderer.ScreenPxPosition(pos + c)).ToArray();
if (screen.PolygonContains(world))
return uv.ToCPos(map);
}
}
// Mouse is not directly over a cell (perhaps on a cliff)
// Try and find the closest cell
if (candidates.Any())
{
return candidates.OrderBy(uv =>
{
var p = map.CenterOfCell(uv.ToCPos(map.TileShape));
var s = worldRenderer.ScreenPxPosition(p);
var dx = Math.Abs(s.X - world.X);
var dy = Math.Abs(s.Y - world.Y);
return dx * dx + dy * dy;
}).First().ToCPos(map);
}
// Something is very wrong, but lets return something that isn't completely bogus and hope the caller can recover
return worldRenderer.World.Map.CellContaining(worldRenderer.Position(ViewToWorldPx(view)));
}
/// <summary> Returns an unfiltered list of all cells that could potentially contain the mouse cursor</summary>
IEnumerable<MPos> CandidateMouseoverCells(int2 world)
{
var map = worldRenderer.World.Map;
var minPos = worldRenderer.Position(world);
// Find all the cells that could potentially have been clicked
var a = map.CellContaining(minPos - new WVec(1024, 0, 0)).ToMPos(map.TileShape);
var b = map.CellContaining(minPos + new WVec(512, 512 * maxGroundHeight, 0)).ToMPos(map.TileShape);
for (var v = b.V; v >= a.V; v--)
for (var u = b.U; u >= a.U; u--)
yield return new MPos(u, v);
}
public int2 ViewToWorldPx(int2 view) { return (1f / Zoom * view.ToFloat2()).ToInt2() + TopLeft; }
public int2 WorldToViewPx(int2 world) { return (Zoom * (world - TopLeft).ToFloat2()).ToInt2(); }

View File

@@ -125,6 +125,42 @@ namespace OpenRA
public class Map : IMap
{
static readonly int[][] CellCornerHalfHeights = new int[][]
{
// Flat
new[] { 0, 0, 0, 0 },
// Slopes (two corners high)
new[] { 0, 0, 1, 1 },
new[] { 1, 0, 0, 1 },
new[] { 1, 1, 0, 0 },
new[] { 0, 1, 1, 0 },
// Slopes (one corner high)
new[] { 0, 0, 0, 1 },
new[] { 1, 0, 0, 0 },
new[] { 0, 1, 0, 0 },
new[] { 0, 0, 1, 0 },
// Slopes (three corners high)
new[] { 1, 0, 1, 1 },
new[] { 1, 1, 0, 1 },
new[] { 1, 1, 1, 0 },
new[] { 0, 1, 1, 1 },
// Slopes (two corners high, one corner double high)
new[] { 1, 0, 1, 2 },
new[] { 2, 1, 0, 1 },
new[] { 1, 2, 1, 0 },
new[] { 0, 1, 2, 1 },
// Slopes (two corners high, alternating)
new[] { 1, 0, 1, 0 },
new[] { 0, 1, 0, 1 },
new[] { 1, 0, 1, 0 },
new[] { 0, 1, 0, 1 }
};
public const int MaxTilesInCircleRange = 50;
public readonly TileShape TileShape;
TileShape IMap.TileShape
@@ -219,6 +255,7 @@ namespace OpenRA
public Ruleset Rules { get { return rules != null ? rules.Value : null; } }
public SequenceProvider SequenceProvider { get { return Rules.Sequences[Tileset]; } }
public WVec[][] CellCorners { get; private set; }
[FieldLoader.Ignore] public CellRegion Cells;
public static Map FromTileset(TileSet tileset)
@@ -394,6 +431,18 @@ namespace OpenRA
CustomTerrain = new CellLayer<byte>(this);
foreach (var uv in Cells.MapCoords)
CustomTerrain[uv] = byte.MaxValue;
var leftDelta = TileShape == TileShape.Diamond ? new WVec(-512, 0, 0) : new WVec(-512, -512, 0);
var topDelta = TileShape == TileShape.Diamond ? new WVec(0, -512, 0) : new WVec(512, -512, 0);
var rightDelta = TileShape == TileShape.Diamond ? new WVec(512, 0, 0) : new WVec(512, 512, 0);
var bottomDelta = TileShape == TileShape.Diamond ? new WVec(0, 512, 0) : new WVec(-512, 512, 0);
CellCorners = CellCornerHalfHeights.Select(ramp => new WVec[]
{
leftDelta + new WVec(0, 0, 512 * ramp[0]),
topDelta + new WVec(0, 0, 512 * ramp[1]),
rightDelta + new WVec(0, 0, 512 * ramp[2]),
bottomDelta + new WVec(0, 0, 512 * ramp[3])
}).ToArray();
}
public Ruleset PreloadRules()
@@ -641,7 +690,7 @@ namespace OpenRA
// - ax + by adds (a - b) * 512 + 512 to u
// - ax + by adds (a + b) * 512 + 512 to v
var z = Contains(cell) ? 512 * MapHeight.Value[cell] : 0;
return new WPos(512 * (cell.X - cell.Y + 1), 512 * (cell.X + cell.Y + 1), z);
return new WPos(512 * (cell.X - cell.Y), 512 * (cell.X + cell.Y + 1), z);
}
public WPos CenterOfSubCell(CPos cell, SubCell subCell)
@@ -660,10 +709,10 @@ namespace OpenRA
// Convert from world position to diamond cell position:
// (a) Subtract (512, 512) to move the rotation center to the middle of the corner cell
// (b) Rotate axes by -pi/4
// (c) Add 512 to x (but not y) to realign the cell
// (c) Add (512, 512) to move back to the center of the cell
// (d) Divide by 1024 to find final cell coords
var u = (pos.Y + pos.X - 512) / 1024;
var v = (pos.Y - pos.X) / 1024;
var v = (pos.Y - pos.X - 512) / 1024;
return new CPos(u, v);
}

View File

@@ -73,7 +73,7 @@ namespace OpenRA.Traits
float GetIntensity()
{
var cp = worldRenderer.Position(worldRenderer.Viewport.CenterLocation);
var cp = worldRenderer.Viewport.CenterPosition;
var intensity = 100 * 1024 * 1024 * shakeEffects.Sum(
e => (float)e.Intensity / (e.Position - cp).LengthSquared);

View File

@@ -71,7 +71,7 @@ namespace OpenRA.Widgets
// Place buildings, use support powers, and other non-unit things
if (!(World.OrderGenerator is UnitOrderGenerator))
{
ApplyOrders(World, xy, mi);
ApplyOrders(World, mi);
dragStart = dragEnd = null;
YieldMouseFocus(mi);
lastMousePosition = xy;
@@ -95,7 +95,7 @@ namespace OpenRA.Widgets
!mi.Modifiers.HasModifier(Modifiers.Alt) && UnitOrderGenerator.InputOverridesSelection(World, xy, mi)))
{
// Order units instead of selecting
ApplyOrders(World, xy, mi);
ApplyOrders(World, mi);
dragStart = dragEnd = null;
YieldMouseFocus(mi);
lastMousePosition = xy;
@@ -133,7 +133,7 @@ namespace OpenRA.Widgets
if (useClassicMouseStyle)
World.Selection.Clear();
ApplyOrders(World, xy, mi);
ApplyOrders(World, mi);
}
}
@@ -159,13 +159,13 @@ namespace OpenRA.Widgets
}
}
void ApplyOrders(World world, int2 xy, MouseInput mi)
void ApplyOrders(World world, MouseInput mi)
{
if (world.OrderGenerator == null)
return;
var pos = worldRenderer.Position(xy);
var orders = world.OrderGenerator.Order(world, world.Map.CellContaining(pos), mi).ToArray();
var cell = worldRenderer.Viewport.ViewToWorld(mi.Location);
var orders = world.OrderGenerator.Order(world, cell, mi).ToArray();
world.PlayVoiceForOrders(orders);
var flashed = false;
@@ -184,8 +184,8 @@ namespace OpenRA.Widgets
}
else if (o.TargetLocation != CPos.Zero)
{
world.AddFrameEndTask(w => w.Add(
new SpriteEffect(worldRenderer.Position(worldRenderer.Viewport.ViewToWorldPx(mi.Location)), world, "moveflsh", "moveflash")));
var pos = world.Map.CenterOfCell(cell);
world.AddFrameEndTask(w => w.Add(new SpriteEffect(pos, world, "moveflsh", "moveflash")));
flashed = true;
}
}
@@ -202,9 +202,7 @@ namespace OpenRA.Widgets
if (SelectionBox != null)
return null;
var xy = worldRenderer.Viewport.ViewToWorldPx(screenPos);
var pos = worldRenderer.Position(xy);
var cell = World.Map.CellContaining(pos);
var cell = worldRenderer.Viewport.ViewToWorld(screenPos);
var mi = new MouseInput
{

View File

@@ -25,42 +25,6 @@ namespace OpenRA.Mods.Common.Traits
public class TerrainGeometryOverlay : IRenderOverlay
{
readonly int[][] vertices = new int[][]
{
// Flat
new[] { 0, 0, 0, 0 },
// Slopes (two corners high)
new[] { 0, 0, 1, 1 },
new[] { 1, 0, 0, 1 },
new[] { 1, 1, 0, 0 },
new[] { 0, 1, 1, 0 },
// Slopes (one corner high)
new[] { 0, 0, 0, 1 },
new[] { 1, 0, 0, 0 },
new[] { 0, 1, 0, 0 },
new[] { 0, 0, 1, 0 },
// Slopes (three corners high)
new[] { 1, 0, 1, 1 },
new[] { 1, 1, 0, 1 },
new[] { 1, 1, 1, 0 },
new[] { 0, 1, 1, 1 },
// Slopes (two corners high, one corner double high)
new[] { 1, 0, 1, 2 },
new[] { 2, 1, 0, 1 },
new[] { 1, 2, 1, 0 },
new[] { 0, 1, 2, 1 },
// Slopes (two corners high, alternating)
new[] { 1, 0, 1, 0 },
new[] { 0, 1, 0, 1 },
new[] { 1, 0, 1, 0 },
new[] { 0, 1, 0, 1 }
};
readonly Lazy<DeveloperMode> devMode;
public TerrainGeometryOverlay(Actor self)
@@ -73,54 +37,34 @@ namespace OpenRA.Mods.Common.Traits
if (devMode.Value == null || !devMode.Value.ShowTerrainGeometry)
return;
var ts = wr.World.Map.TileShape;
var map = wr.World.Map;
var tileSet = wr.World.TileSet;
var lr = Game.Renderer.WorldLineRenderer;
var colors = wr.World.TileSet.HeightDebugColors;
var leftDelta = ts == TileShape.Diamond ? new WVec(-512, 0, 0) : new WVec(-512, -512, 0);
var topDelta = ts == TileShape.Diamond ? new WVec(0, -512, 0) : new WVec(512, -512, 0);
var rightDelta = ts == TileShape.Diamond ? new WVec(512, 0, 0) : new WVec(512, 512, 0);
var bottomDelta = ts == TileShape.Diamond ? new WVec(0, 512, 0) : new WVec(-512, 512, 0);
var mouseCell = wr.Viewport.ViewToWorld(Viewport.LastMousePos).ToMPos(wr.World.Map);
foreach (var uv in wr.Viewport.VisibleCells.MapCoords)
{
var lr = Game.Renderer.WorldLineRenderer;
var pos = wr.World.Map.CenterOfCell(uv.ToCPos(wr.World.Map));
var height = (int)map.MapHeight.Value[uv];
var tile = map.MapTiles.Value[uv];
var ti = tileSet.GetTileInfo(tile);
var ramp = ti != null ? ti.RampType : 0;
var height = (int)wr.World.Map.MapHeight.Value[uv];
var tile = wr.World.Map.MapTiles.Value[uv];
var corners = map.CellCorners[ramp];
var color = corners.Select(c => colors[height + c.Z / 512]).ToArray();
var pos = map.CenterOfCell(uv.ToCPos(map));
var screen = corners.Select(c => wr.ScreenPxPosition(pos + c).ToFloat2()).ToArray();
TerrainTileInfo tileInfo = null;
if (uv == mouseCell)
lr.LineWidth = 3;
// TODO: This is a temporary workaround for our sloppy tileset definitions
// (ra/td templates omit Clear tiles from templates)
try
for (var i = 0; i < 4; i++)
{
tileInfo = wr.World.TileSet.Templates[tile.Type][tile.Index];
var j = (i + 1) % 4;
lr.DrawLine(screen[i], screen[j], color[i], color[j]);
}
catch (Exception) { }
if (tileInfo == null)
continue;
var leftHeight = vertices[tileInfo.RampType][0];
var topHeight = vertices[tileInfo.RampType][1];
var rightHeight = vertices[tileInfo.RampType][2];
var bottomHeight = vertices[tileInfo.RampType][3];
var leftColor = colors[height + leftHeight];
var topColor = colors[height + topHeight];
var rightColor = colors[height + rightHeight];
var bottomColor = colors[height + bottomHeight];
var left = wr.ScreenPxPosition(pos + leftDelta + new WVec(0, 0, 512 * leftHeight)).ToFloat2();
var top = wr.ScreenPxPosition(pos + topDelta + new WVec(0, 0, 512 * topHeight)).ToFloat2();
var right = wr.ScreenPxPosition(pos + rightDelta + new WVec(0, 0, 512 * rightHeight)).ToFloat2();
var bottom = wr.ScreenPxPosition(pos + bottomDelta + new WVec(0, 0, 512 * bottomHeight)).ToFloat2();
lr.DrawLine(left, top, leftColor, topColor);
lr.DrawLine(top, right, topColor, rightColor);
lr.DrawLine(right, bottom, rightColor, bottomColor);
lr.DrawLine(bottom, left, bottomColor, leftColor);
lr.LineWidth = 1;
}
}
}