Turn ModelRenderer and VoxelCache into traits
This commit is contained in:
committed by
Matthias Mailänder
parent
d427072cc9
commit
686040a316
@@ -1,181 +0,0 @@
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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.Primitives;
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using OpenRA.Traits;
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namespace OpenRA.Mods.Common.Traits.Render
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{
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public interface IRenderActorPreviewVoxelsInfo : ITraitInfoInterface
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{
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IEnumerable<ModelAnimation> RenderPreviewVoxels(
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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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public class RenderVoxelsInfo : TraitInfo, IRenderActorPreviewInfo, Requires<BodyOrientationInfo>
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{
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[Desc("Defaults to the actor name.")]
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public readonly string Image = null;
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[Desc("Custom palette name")]
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[PaletteReference]
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public readonly string Palette = null;
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[PaletteReference]
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[Desc("Custom PlayerColorPalette: BaseName")]
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public readonly string PlayerPalette = "player";
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[PaletteReference]
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public readonly string NormalsPalette = "normals";
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[PaletteReference]
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public readonly string ShadowPalette = "shadow";
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[Desc("Change the image size.")]
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public readonly float Scale = 12;
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public readonly WAngle LightPitch = WAngle.FromDegrees(50);
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public readonly WAngle LightYaw = WAngle.FromDegrees(240);
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public readonly float[] LightAmbientColor = { 0.6f, 0.6f, 0.6f };
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public readonly float[] LightDiffuseColor = { 0.4f, 0.4f, 0.4f };
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public override object Create(ActorInitializer init) { return new RenderVoxels(init.Self, this); }
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public virtual IEnumerable<IActorPreview> RenderPreview(ActorPreviewInitializer init)
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{
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var body = init.Actor.TraitInfo<BodyOrientationInfo>();
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var faction = init.GetValue<FactionInit, string>(this);
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var ownerName = init.Get<OwnerInit>().InternalName;
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var sequences = init.World.Map.Sequences;
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var image = Image ?? init.Actor.Name;
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var facings = body.QuantizedFacings == -1 ?
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init.Actor.TraitInfo<IQuantizeBodyOrientationInfo>().QuantizedBodyFacings(init.Actor, sequences, faction) :
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body.QuantizedFacings;
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var palette = init.WorldRenderer.Palette(Palette ?? PlayerPalette + ownerName);
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var components = init.Actor.TraitInfos<IRenderActorPreviewVoxelsInfo>()
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.SelectMany(rvpi => rvpi.RenderPreviewVoxels(init, this, image, init.GetOrientation(), facings, palette))
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.ToArray();
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yield return new ModelPreview(components, WVec.Zero, 0, Scale, LightPitch,
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LightYaw, LightAmbientColor, LightDiffuseColor, body.CameraPitch,
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palette, init.WorldRenderer.Palette(NormalsPalette), init.WorldRenderer.Palette(ShadowPalette));
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}
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}
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public class RenderVoxels : IRender, ITick, INotifyOwnerChanged
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{
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sealed class AnimationWrapper
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{
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readonly ModelAnimation model;
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bool cachedVisible;
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WVec cachedOffset;
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public AnimationWrapper(ModelAnimation model)
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{
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this.model = model;
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}
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public bool Tick()
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{
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// Return to the caller whether the renderable position or size has changed
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var visible = model.IsVisible;
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var offset = model.OffsetFunc?.Invoke() ?? WVec.Zero;
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var updated = visible != cachedVisible || offset != cachedOffset;
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cachedVisible = visible;
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cachedOffset = offset;
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return updated;
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}
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}
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public readonly RenderVoxelsInfo Info;
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readonly List<ModelAnimation> components = new();
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readonly Dictionary<ModelAnimation, AnimationWrapper> wrappers = new();
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readonly Actor self;
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readonly BodyOrientation body;
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readonly WRot camera;
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readonly WRot lightSource;
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public RenderVoxels(Actor self, RenderVoxelsInfo info)
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{
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this.self = self;
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Info = info;
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body = self.Trait<BodyOrientation>();
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camera = new WRot(WAngle.Zero, body.CameraPitch - new WAngle(256), new WAngle(256));
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lightSource = new WRot(WAngle.Zero, new WAngle(256) - info.LightPitch, info.LightYaw);
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}
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bool initializePalettes = true;
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public void OnOwnerChanged(Actor self, Player oldOwner, Player newOwner) { initializePalettes = true; }
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void ITick.Tick(Actor self)
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{
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var updated = false;
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foreach (var w in wrappers.Values)
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updated |= w.Tick();
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if (updated)
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self.World.ScreenMap.AddOrUpdate(self);
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}
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protected PaletteReference colorPalette, normalsPalette, shadowPalette;
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IEnumerable<IRenderable> IRender.Render(Actor self, WorldRenderer wr)
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{
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if (initializePalettes)
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{
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var paletteName = Info.Palette ?? Info.PlayerPalette + self.Owner.InternalName;
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colorPalette = wr.Palette(paletteName);
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normalsPalette = wr.Palette(Info.NormalsPalette);
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shadowPalette = wr.Palette(Info.ShadowPalette);
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initializePalettes = false;
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}
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return new IRenderable[]
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{
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new ModelRenderable(
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components, self.CenterPosition, 0, camera, Info.Scale,
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lightSource, Info.LightAmbientColor, Info.LightDiffuseColor,
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colorPalette, normalsPalette, shadowPalette)
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};
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}
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IEnumerable<Rectangle> IRender.ScreenBounds(Actor self, WorldRenderer wr)
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{
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var pos = self.CenterPosition;
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foreach (var c in components)
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if (c.IsVisible)
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yield return c.ScreenBounds(pos, wr, Info.Scale);
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}
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public string Image => Info.Image ?? self.Info.Name;
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public void Add(ModelAnimation m)
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{
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components.Add(m);
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wrappers.Add(m, new AnimationWrapper(m));
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}
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public void Remove(ModelAnimation m)
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{
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components.Remove(m);
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wrappers.Remove(m);
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}
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}
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}
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@@ -1,103 +0,0 @@
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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.Traits;
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namespace OpenRA.Mods.Common.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(
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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 = init.World.ModelCache.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(self.World.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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@@ -1,67 +0,0 @@
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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 OpenRA.Graphics;
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using OpenRA.Mods.Common.Graphics;
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using OpenRA.Primitives;
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using OpenRA.Traits;
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namespace OpenRA.Mods.Common.Traits.Render
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{
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[Desc("Also returns a default selection size that is calculated automatically from the voxel dimensions.")]
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public class WithVoxelBodyInfo : ConditionalTraitInfo, IRenderActorPreviewVoxelsInfo, Requires<RenderVoxelsInfo>
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{
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public readonly string Sequence = "idle";
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public readonly WVec Offset;
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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 WithVoxelBody(init.Self, this); }
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public IEnumerable<ModelAnimation> RenderPreviewVoxels(
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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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var body = init.Actor.TraitInfo<BodyOrientationInfo>();
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var model = init.World.ModelCache.GetModelSequence(image, Sequence);
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yield return new ModelAnimation(model, () => Offset,
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() => body.QuantizeOrientation(orientation(), facings),
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() => false, () => 0, ShowShadow);
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}
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}
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public class WithVoxelBody : ConditionalTrait<WithVoxelBodyInfo>, IAutoMouseBounds
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{
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readonly ModelAnimation modelAnimation;
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readonly RenderVoxels rv;
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public WithVoxelBody(Actor self, WithVoxelBodyInfo info)
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: base(info)
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{
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var body = self.Trait<BodyOrientation>();
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rv = self.Trait<RenderVoxels>();
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var model = self.World.ModelCache.GetModelSequence(rv.Image, info.Sequence);
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modelAnimation = new ModelAnimation(model, () => info.Offset,
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() => body.QuantizeOrientation(self.Orientation),
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() => IsTraitDisabled, () => 0, info.ShowShadow);
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rv.Add(modelAnimation);
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}
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Rectangle IAutoMouseBounds.AutoMouseoverBounds(Actor self, WorldRenderer wr)
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{
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return modelAnimation.ScreenBounds(self.CenterPosition, wr, rv.Info.Scale);
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}
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}
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}
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@@ -1,66 +0,0 @@
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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.Traits;
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namespace OpenRA.Mods.Common.Traits.Render
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{
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public class WithVoxelTurretInfo : ConditionalTraitInfo, IRenderActorPreviewVoxelsInfo, Requires<RenderVoxelsInfo>, Requires<TurretedInfo>
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{
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[Desc("Voxel sequence name to use")]
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public readonly string Sequence = "turret";
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[Desc("Turreted 'Turret' key to display")]
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public readonly string Turret = "primary";
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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 WithVoxelTurret(init.Self, this); }
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public IEnumerable<ModelAnimation> RenderPreviewVoxels(
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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 t = init.Actor.TraitInfos<TurretedInfo>()
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.First(tt => tt.Turret == Turret);
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var model = init.World.ModelCache.GetModelSequence(image, Sequence);
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var turretOffset = t.PreviewPosition(init, orientation);
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var turretOrientation = t.PreviewOrientation(init, orientation, facings);
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yield return new ModelAnimation(model, turretOffset, turretOrientation, () => false, () => 0, ShowShadow);
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}
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}
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public class WithVoxelTurret : ConditionalTrait<WithVoxelTurretInfo>
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{
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readonly Turreted turreted;
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public WithVoxelTurret(Actor self, WithVoxelTurretInfo info)
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: base(info)
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{
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turreted = self.TraitsImplementing<Turreted>()
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.First(tt => tt.Name == Info.Turret);
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var rv = self.Trait<RenderVoxels>();
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rv.Add(new ModelAnimation(self.World.ModelCache.GetModelSequence(rv.Image, Info.Sequence),
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() => turreted.Position(self), () => turreted.WorldOrientation,
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() => IsTraitDisabled, () => 0, info.ShowShadow));
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}
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}
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}
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Reference in New Issue
Block a user