Rewrite and document the visible cells calculation.

This commit is contained in:
Paul Chote
2015-06-20 17:42:25 +01:00
parent e696e9c53a
commit 40d018aaf3

View File

@@ -229,30 +229,40 @@ namespace OpenRA.Graphics
CellRegion CalculateVisibleCells(bool insideBounds) CellRegion CalculateVisibleCells(bool insideBounds)
{ {
var map = worldRenderer.World.Map; var map = worldRenderer.World.Map;
var wtl = worldRenderer.Position(TopLeft);
var wbr = worldRenderer.Position(BottomRight);
// Map editor shows the full map (including the area outside the regular bounds) // Calculate the viewport corners in "projected wpos" (at ground level), and
Func<MPos, MPos> clamp = map.Clamp; // this to an equivalent projected cell for the two corners
if (!insideBounds) var tl = map.CellContaining(worldRenderer.Position(TopLeft)).ToMPos(map);
clamp = map.MapTiles.Value.Clamp; var br = map.CellContaining(worldRenderer.Position(BottomRight)).ToMPos(map);
// Due to diamond tile staggering, we need to adjust the top-left bounds outwards by half a cell. // Diamond tile shapes don't have straight edges, and so we need
// an additional cell margin to include the cells that are half
// visible on each edge.
if (map.TileShape == TileShape.Diamond) if (map.TileShape == TileShape.Diamond)
wtl -= new WVec(512, 512, 0); {
tl = new MPos(tl.U - 1, tl.V - 1);
br = new MPos(br.U + 1, br.V + 1);
}
// Visible rectangle in map coordinates. // Clamp to the visible map bounds, if requested
var dy = map.TileShape == TileShape.Diamond ? 512 : 1024; if (insideBounds)
var ctl = new MPos(wtl.X / 1024, wtl.Y / dy); {
var cbr = new MPos(wbr.X / 1024, wbr.Y / dy); tl = map.Clamp(tl);
br = map.Clamp(br);
}
var tl = clamp(ctl).ToCPos(map.TileShape); // Cells can be pushed up from below if they have non-zero height.
// Each height step is equivalent to 512 WRange units, which is
// one MPos step for diamond cells, but only half a MPos step
// for classic cells. Doh!
var heightOffset = map.TileShape == TileShape.Diamond ? maxGroundHeight : maxGroundHeight / 2;
br = new MPos(br.U, br.V + heightOffset);
// Also need to account for height of cells in rows below the bottom. // Finally, make sure that this region doesn't extend outside the map area.
var heightPadding = map.TileShape == TileShape.Diamond ? 3 : 0; tl = map.MapHeight.Value.Clamp(tl);
var br = clamp(new MPos(cbr.U, cbr.V + heightPadding + maxGroundHeight / 2 + 1)).ToCPos(map.TileShape); br = map.MapHeight.Value.Clamp(br);
return new CellRegion(map.TileShape, tl, br); return new CellRegion(map.TileShape, tl.ToCPos(map), br.ToCPos(map));
} }
public CellRegion VisibleCellsInsideBounds public CellRegion VisibleCellsInsideBounds