Turn ModelRenderer and VoxelCache into traits
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committed by
Matthias Mailänder
parent
d427072cc9
commit
686040a316
104
OpenRA.Mods.Cnc/Traits/Render/WithVoxelBarrel.cs
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104
OpenRA.Mods.Cnc/Traits/Render/WithVoxelBarrel.cs
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#region Copyright & License Information
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/*
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* Copyright (c) The OpenRA Developers and Contributors
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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, either version 3 of
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* the License, or (at your option) any later version. For more
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* information, see COPYING.
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*/
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#endregion
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using System;
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using System.Collections.Generic;
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using System.Linq;
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using OpenRA.Graphics;
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using OpenRA.Mods.Common.Graphics;
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using OpenRA.Mods.Common.Traits;
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using OpenRA.Traits;
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namespace OpenRA.Mods.Cnc.Traits.Render
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{
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public class WithVoxelBarrelInfo : ConditionalTraitInfo, IRenderActorPreviewVoxelsInfo, Requires<RenderVoxelsInfo>, Requires<ArmamentInfo>, Requires<TurretedInfo>
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{
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[Desc("Voxel sequence name to use")]
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public readonly string Sequence = "barrel";
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[Desc("Armament to use for recoil")]
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public readonly string Armament = "primary";
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[Desc("Visual offset")]
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public readonly WVec LocalOffset = WVec.Zero;
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[Desc("Rotate the barrel relative to the body")]
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public readonly WRot LocalOrientation = WRot.None;
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[Desc("Defines if the Voxel should have a shadow.")]
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public readonly bool ShowShadow = true;
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public override object Create(ActorInitializer init) { return new WithVoxelBarrel(init.Self, this); }
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public IEnumerable<ModelAnimation> RenderPreviewVoxels(IModelCache cache,
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ActorPreviewInitializer init, RenderVoxelsInfo rv, string image, Func<WRot> orientation, int facings, PaletteReference p)
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{
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if (!EnabledByDefault)
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yield break;
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var body = init.Actor.TraitInfo<BodyOrientationInfo>();
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var armament = init.Actor.TraitInfos<ArmamentInfo>()
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.First(a => a.Name == Armament);
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var t = init.Actor.TraitInfos<TurretedInfo>()
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.First(tt => tt.Turret == armament.Turret);
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var model = cache.GetModelSequence(image, Sequence);
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var turretOrientation = t.PreviewOrientation(init, orientation, facings);
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WVec BarrelOffset() => body.LocalToWorld(t.Offset + LocalOffset.Rotate(turretOrientation()));
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WRot BarrelOrientation() => LocalOrientation.Rotate(turretOrientation());
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yield return new ModelAnimation(model, BarrelOffset, BarrelOrientation, () => false, () => 0, ShowShadow);
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}
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}
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public class WithVoxelBarrel : ConditionalTrait<WithVoxelBarrelInfo>
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{
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readonly Actor self;
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readonly Armament armament;
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readonly Turreted turreted;
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readonly BodyOrientation body;
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public WithVoxelBarrel(Actor self, WithVoxelBarrelInfo info)
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: base(info)
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{
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this.self = self;
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body = self.Trait<BodyOrientation>();
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armament = self.TraitsImplementing<Armament>()
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.First(a => a.Info.Name == Info.Armament);
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turreted = self.TraitsImplementing<Turreted>()
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.First(tt => tt.Name == armament.Info.Turret);
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var rv = self.Trait<RenderVoxels>();
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rv.Add(new ModelAnimation(rv.Renderer.ModelCache.GetModelSequence(rv.Image, Info.Sequence),
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BarrelOffset, BarrelRotation,
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() => IsTraitDisabled, () => 0, info.ShowShadow));
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}
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WVec BarrelOffset()
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{
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// Barrel offset in turret coordinates
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var localOffset = Info.LocalOffset + new WVec(-armament.Recoil, WDist.Zero, WDist.Zero);
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// Turret coordinates to body coordinates
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var bodyOrientation = body.QuantizeOrientation(self.Orientation);
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localOffset = localOffset.Rotate(turreted.WorldOrientation) + turreted.Offset.Rotate(bodyOrientation);
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// Body coordinates to world coordinates
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return body.LocalToWorld(localOffset);
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}
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WRot BarrelRotation()
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{
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return Info.LocalOrientation.Rotate(turreted.WorldOrientation);
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}
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}
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}
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