Split TeslaRenderable out from TeslaZap.

This commit is contained in:
Paul Chote
2013-07-22 17:45:16 +12:00
parent df46ffeb84
commit 547fcdfa4d
3 changed files with 154 additions and 87 deletions

View File

@@ -30,7 +30,7 @@ namespace OpenRA.Mods.RA.Effects
{
readonly ProjectileArgs Args;
readonly TeslaZapInfo Info;
IEnumerable<IRenderable> renderables;
TeslaZapRenderable zap;
int timeUntilRemove = 2; // # of frames
bool doneDamage = false;
bool initialized = false;
@@ -41,27 +41,10 @@ namespace OpenRA.Mods.RA.Effects
Info = info;
}
public IEnumerable<IRenderable> GenerateRenderables(WorldRenderer wr)
{
var bright = SequenceProvider.GetSequence(Info.Image, "bright");
var dim = SequenceProvider.GetSequence(Info.Image, "dim");
var source = wr.ScreenPosition(Args.source);
var target = wr.ScreenPosition(Args.passiveTarget);
for (var n = 0; n < Info.DimZaps; n++)
foreach (var z in DrawZapWandering(wr, source, target, dim))
yield return z;
for (var n = 0; n < Info.BrightZaps; n++)
foreach (var z in DrawZapWandering(wr, source, target, bright))
yield return z;
}
public void Tick(World world)
{
if (timeUntilRemove <= 0)
if (timeUntilRemove-- <= 0)
world.AddFrameEndTask(w => w.Remove(this));
--timeUntilRemove;
if (!doneDamage)
{
@@ -75,75 +58,10 @@ namespace OpenRA.Mods.RA.Effects
{
if (!initialized)
{
renderables = GenerateRenderables(wr);
initialized = true;
var pos = Args.guidedTarget.IsValid ? Args.guidedTarget.CenterPosition : Args.passiveTarget;
zap = new TeslaZapRenderable(Args.source, 0, pos - Args.source, Info.Image, Info.BrightZaps, Info.DimZaps);
}
return renderables;
yield return zap;
}
static IEnumerable<IRenderable> DrawZapWandering(WorldRenderer wr, float2 from, float2 to, Sequence s)
{
var z = float2.Zero; /* hack */
var dist = to - from;
var norm = (1f / dist.Length) * new float2(-dist.Y, dist.X);
var renderables = new List<IRenderable>();
if (Game.CosmeticRandom.Next(2) != 0)
{
var p1 = from + (1 / 3f) * dist + Game.CosmeticRandom.Gauss1D(1) * .2f * dist.Length * norm;
var p2 = from + (2 / 3f) * dist + Game.CosmeticRandom.Gauss1D(1) * .2f * dist.Length * norm;
renderables.AddRange(DrawZap(wr, from, p1, s, out p1));
renderables.AddRange(DrawZap(wr, p1, p2, s, out p2));
renderables.AddRange(DrawZap(wr, p2, to, s, out z));
}
else
{
var p1 = from + (1 / 2f) * dist + Game.CosmeticRandom.Gauss1D(1) * .2f * dist.Length * norm;
renderables.AddRange(DrawZap(wr, from, p1, s, out p1));
renderables.AddRange(DrawZap(wr, p1, to, s, out z));
}
return renderables;
}
static IEnumerable<IRenderable> DrawZap(WorldRenderer wr, float2 from, float2 to, Sequence s, out float2 p)
{
var dist = to - from;
var q = new float2(-dist.Y, dist.X);
var c = -float2.Dot(from, q);
var rs = new List<IRenderable>();
var z = from;
while ((to - z).X > 5 || (to - z).X < -5 || (to - z).Y > 5 || (to - z).Y < -5)
{
var step = steps.Where(t => (to - (z + new float2(t[0],t[1]))).LengthSquared < (to - z).LengthSquared )
.OrderBy(t => Math.Abs(float2.Dot(z + new float2(t[0], t[1]), q) + c)).First();
rs.Add(new SpriteRenderable(s.GetSprite(step[4]), z + new float2(step[2], step[3]),
wr.Palette("effect"), (int)from.Y));
z += new float2(step[0], step[1]);
if( rs.Count >= 1000 )
break;
}
p = z;
return rs;
}
static int[][] steps = new []
{
new int[] { 8, 8, 4, 4, 0 },
new int[] { -8, -8, -4, -4, 0 },
new int[] { 8, 0, 4, 4, 1 },
new int[] { -8, 0, -4, 4, 1 },
new int[] { 0, 8, 4, 4, 2 },
new int[] { 0, -8, 4, -4, 2 },
new int[] { -8, 8, -4, 4, 3 },
new int[] { 8, -8, 4, -4, 3 }
};
}
}

View File

@@ -462,6 +462,7 @@
<Compile Include="Orders\SetChronoTankDestination.cs" />
<Compile Include="Effects\FrozenActorProxy.cs" />
<Compile Include="Widgets\Logic\WorldTooltipLogic.cs" />
<Compile Include="TeslaZapRenderable.cs" />
</ItemGroup>
<ItemGroup>
<ProjectReference Include="..\OpenRA.FileFormats\OpenRA.FileFormats.csproj">

View File

@@ -0,0 +1,148 @@
#region Copyright & License Information
/*
* Copyright 2007-2013 The OpenRA Developers (see AUTHORS)
* This file is part of OpenRA, which is free software. It is made
* available to you under the terms of the GNU General Public License
* as published by the Free Software Foundation. For more information,
* see COPYING.
*/
#endregion
using System;
using System.Collections.Generic;
using System.Linq;
using OpenRA.Effects;
using OpenRA.GameRules;
using OpenRA.Graphics;
using OpenRA.Traits;
namespace OpenRA.Mods.RA
{
struct TeslaZapRenderable : IRenderable
{
static int[][] steps = new[]
{
new int[] { 8, 8, 4, 4, 0 },
new int[] { -8, -8, -4, -4, 0 },
new int[] { 8, 0, 4, 4, 1 },
new int[] { -8, 0, -4, 4, 1 },
new int[] { 0, 8, 4, 4, 2 },
new int[] { 0, -8, 4, -4, 2 },
new int[] { -8, 8, -4, 4, 3 },
new int[] { 8, -8, 4, -4, 3 }
};
readonly WPos pos;
readonly int zOffset;
readonly WVec length;
readonly string image;
readonly int brightZaps, dimZaps;
WPos cachedPos;
WVec cachedLength;
IEnumerable<IRenderable> cache;
public TeslaZapRenderable(WPos pos, int zOffset, WVec length, string image, int brightZaps, int dimZaps)
{
this.pos = pos;
this.zOffset = zOffset;
this.length = length;
this.image = image;
this.brightZaps = brightZaps;
this.dimZaps = dimZaps;
cachedPos = WPos.Zero;
cachedLength = WVec.Zero;
cache = new IRenderable[] { };
}
public WPos Pos { get { return pos; } }
public float Scale { get { return 1f; } }
public PaletteReference Palette { get { return null; } }
public int ZOffset { get { return zOffset; } }
public IRenderable WithScale(float newScale) { return new TeslaZapRenderable(pos, zOffset, length, image, brightZaps, dimZaps); }
public IRenderable WithPalette(PaletteReference newPalette) { return new TeslaZapRenderable(pos, zOffset, length, image, brightZaps, dimZaps); }
public IRenderable WithZOffset(int newOffset) { return new TeslaZapRenderable(pos, zOffset, length, image, brightZaps, dimZaps); }
public IRenderable WithPos(WPos pos) { return new TeslaZapRenderable(pos, zOffset, length, image, brightZaps, dimZaps); }
public void BeforeRender(WorldRenderer wr) { }
public void RenderDebugGeometry(WorldRenderer wr) { }
public void Render(WorldRenderer wr)
{
if (!cache.Any() || length != cachedLength || pos != cachedPos)
cache = GenerateRenderables(wr);
cache.Do(c => c.Render(wr));
}
public IEnumerable<IRenderable> GenerateRenderables(WorldRenderer wr)
{
var bright = SequenceProvider.GetSequence(image, "bright");
var dim = SequenceProvider.GetSequence(image, "dim");
var source = wr.ScreenPosition(pos);
var target = wr.ScreenPosition(pos + length);
for (var n = 0; n < dimZaps; n++)
foreach (var z in DrawZapWandering(wr, source, target, dim))
yield return z;
for (var n = 0; n < brightZaps; n++)
foreach (var z in DrawZapWandering(wr, source, target, bright))
yield return z;
}
static IEnumerable<IRenderable> DrawZapWandering(WorldRenderer wr, float2 from, float2 to, Sequence s)
{
var z = float2.Zero; /* hack */
var dist = to - from;
var norm = (1f / dist.Length) * new float2(-dist.Y, dist.X);
var renderables = new List<IRenderable>();
if (Game.CosmeticRandom.Next(2) != 0)
{
var p1 = from + (1 / 3f) * dist + Game.CosmeticRandom.Gauss1D(1) * .2f * dist.Length * norm;
var p2 = from + (2 / 3f) * dist + Game.CosmeticRandom.Gauss1D(1) * .2f * dist.Length * norm;
renderables.AddRange(DrawZap(wr, from, p1, s, out p1));
renderables.AddRange(DrawZap(wr, p1, p2, s, out p2));
renderables.AddRange(DrawZap(wr, p2, to, s, out z));
}
else
{
var p1 = from + (1 / 2f) * dist + Game.CosmeticRandom.Gauss1D(1) * .2f * dist.Length * norm;
renderables.AddRange(DrawZap(wr, from, p1, s, out p1));
renderables.AddRange(DrawZap(wr, p1, to, s, out z));
}
return renderables;
}
static IEnumerable<IRenderable> DrawZap(WorldRenderer wr, float2 from, float2 to, Sequence s, out float2 p)
{
var dist = to - from;
var q = new float2(-dist.Y, dist.X);
var c = -float2.Dot(from, q);
var rs = new List<IRenderable>();
var z = from;
while ((to - z).X > 5 || (to - z).X < -5 || (to - z).Y > 5 || (to - z).Y < -5)
{
var step = steps.Where(t => (to - (z + new float2(t[0], t[1]))).LengthSquared < (to - z).LengthSquared)
.OrderBy(t => Math.Abs(float2.Dot(z + new float2(t[0], t[1]), q) + c)).First();
rs.Add(new SpriteRenderable(s.GetSprite(step[4]), z + new float2(step[2], step[3]),
wr.Palette("effect"), (int)from.Y));
z += new float2(step[0], step[1]);
if (rs.Count >= 1000)
break;
}
p = z;
return rs;
}
}
}