Rename VoxelRenderable to ModelRenderable.
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243
OpenRA.Mods.Common/Graphics/ModelRenderable.cs
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243
OpenRA.Mods.Common/Graphics/ModelRenderable.cs
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#region Copyright & License Information
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/*
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* Copyright 2007-2017 The OpenRA Developers (see AUTHORS)
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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.Drawing;
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using System.Linq;
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using OpenRA.Graphics;
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using OpenRA.Primitives;
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namespace OpenRA.Mods.Common.Graphics
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{
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public struct ModelRenderable : IRenderable
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{
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readonly IEnumerable<ModelAnimation> models;
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readonly WPos pos;
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readonly int zOffset;
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readonly WRot camera;
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readonly WRot lightSource;
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readonly float[] lightAmbientColor;
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readonly float[] lightDiffuseColor;
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readonly PaletteReference palette;
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readonly PaletteReference normalsPalette;
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readonly PaletteReference shadowPalette;
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readonly float scale;
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public ModelRenderable(
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IEnumerable<ModelAnimation> models, WPos pos, int zOffset, WRot camera, float scale,
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WRot lightSource, float[] lightAmbientColor, float[] lightDiffuseColor,
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PaletteReference color, PaletteReference normals, PaletteReference shadow)
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{
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this.models = models;
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this.pos = pos;
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this.zOffset = zOffset;
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this.scale = scale;
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this.camera = camera;
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this.lightSource = lightSource;
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this.lightAmbientColor = lightAmbientColor;
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this.lightDiffuseColor = lightDiffuseColor;
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palette = color;
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normalsPalette = normals;
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shadowPalette = shadow;
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}
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public WPos Pos { get { return pos; } }
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public PaletteReference Palette { get { return palette; } }
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public int ZOffset { get { return zOffset; } }
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public bool IsDecoration { get { return false; } }
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public IRenderable WithPalette(PaletteReference newPalette)
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{
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return new ModelRenderable(
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models, pos, zOffset, camera, scale,
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lightSource, lightAmbientColor, lightDiffuseColor,
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newPalette, normalsPalette, shadowPalette);
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}
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public IRenderable WithZOffset(int newOffset)
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{
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return new ModelRenderable(
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models, pos, newOffset, camera, scale,
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lightSource, lightAmbientColor, lightDiffuseColor,
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palette, normalsPalette, shadowPalette);
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}
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public IRenderable OffsetBy(WVec vec)
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{
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return new ModelRenderable(
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models, pos + vec, zOffset, camera, scale,
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lightSource, lightAmbientColor, lightDiffuseColor,
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palette, normalsPalette, shadowPalette);
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}
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public IRenderable AsDecoration() { return this; }
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// This will need generalizing once we support TS/RA2 terrain
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static readonly float[] GroundNormal = new float[] { 0, 0, 1, 1 };
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public IFinalizedRenderable PrepareRender(WorldRenderer wr)
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{
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return new FinalizedModelRenderable(wr, this);
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}
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struct FinalizedModelRenderable : IFinalizedRenderable
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{
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readonly ModelRenderable model;
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readonly ModelRenderProxy renderProxy;
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public FinalizedModelRenderable(WorldRenderer wr, ModelRenderable model)
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{
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this.model = model;
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var draw = model.models.Where(v => v.DisableFunc == null || !v.DisableFunc());
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renderProxy = Game.Renderer.WorldModelRenderer.RenderAsync(
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wr, draw, model.camera, model.scale, GroundNormal, model.lightSource,
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model.lightAmbientColor, model.lightDiffuseColor,
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model.palette, model.normalsPalette, model.shadowPalette);
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}
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public void Render(WorldRenderer wr)
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{
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var groundPos = model.pos - new WVec(0, 0, wr.World.Map.DistanceAboveTerrain(model.pos).Length);
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var tileScale = wr.World.Map.Grid.Type == MapGridType.RectangularIsometric ? 1448f : 1024f;
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var groundZ = wr.World.Map.Grid.TileSize.Height * (groundPos.Z - model.pos.Z) / tileScale;
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var pxOrigin = wr.Screen3DPosition(model.pos);
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// HACK: We don't have enough texture channels to pass the depth data to the shader
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// so for now just offset everything forward so that the back corner is rendered at pos.
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pxOrigin -= new float3(0, 0, Screen3DBounds(wr).Second.X);
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var shadowOrigin = pxOrigin - groundZ * (new float2(renderProxy.ShadowDirection, 1));
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var psb = renderProxy.ProjectedShadowBounds;
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var sa = shadowOrigin + psb[0];
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var sb = shadowOrigin + psb[2];
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var sc = shadowOrigin + psb[1];
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var sd = shadowOrigin + psb[3];
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Game.Renderer.WorldRgbaSpriteRenderer.DrawSprite(renderProxy.ShadowSprite, sa, sb, sc, sd);
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Game.Renderer.WorldRgbaSpriteRenderer.DrawSprite(renderProxy.Sprite, pxOrigin - 0.5f * renderProxy.Sprite.Size);
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}
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public void RenderDebugGeometry(WorldRenderer wr)
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{
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var groundPos = model.pos - new WVec(0, 0, wr.World.Map.DistanceAboveTerrain(model.pos).Length);
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var groundZ = wr.World.Map.Grid.TileSize.Height * (groundPos.Z - model.pos.Z) / 1024f;
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var pxOrigin = wr.Screen3DPosition(model.pos);
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var shadowOrigin = pxOrigin - groundZ * (new float2(renderProxy.ShadowDirection, 1));
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var iz = 1 / wr.Viewport.Zoom;
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// Draw sprite rect
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var offset = pxOrigin + renderProxy.Sprite.Offset - 0.5f * renderProxy.Sprite.Size;
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Game.Renderer.WorldRgbaColorRenderer.DrawRect(offset.XY, (offset + renderProxy.Sprite.Size).XY, iz, Color.Red);
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// Draw transformed shadow sprite rect
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var c = Color.Purple;
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var psb = renderProxy.ProjectedShadowBounds;
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Game.Renderer.WorldRgbaColorRenderer.DrawPolygon(new[]
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{
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shadowOrigin + psb[1],
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shadowOrigin + psb[3],
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shadowOrigin + psb[0],
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shadowOrigin + psb[2]
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}, iz, c);
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// Draw bounding box
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var draw = model.models.Where(v => v.DisableFunc == null || !v.DisableFunc());
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var scaleTransform = OpenRA.Graphics.Util.ScaleMatrix(model.scale, model.scale, model.scale);
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var cameraTransform = OpenRA.Graphics.Util.MakeFloatMatrix(model.camera.AsMatrix());
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foreach (var v in draw)
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{
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var bounds = v.Model.Bounds(v.FrameFunc());
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var worldTransform = v.RotationFunc().Reverse().Aggregate(scaleTransform,
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(x, y) => OpenRA.Graphics.Util.MatrixMultiply(x, OpenRA.Graphics.Util.MakeFloatMatrix(y.AsMatrix())));
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var pxPos = pxOrigin + wr.ScreenVectorComponents(v.OffsetFunc());
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var screenTransform = OpenRA.Graphics.Util.MatrixMultiply(cameraTransform, worldTransform);
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DrawBoundsBox(pxPos, screenTransform, bounds, iz, Color.Yellow);
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}
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}
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static readonly uint[] CornerXIndex = new uint[] { 0, 0, 0, 0, 3, 3, 3, 3 };
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static readonly uint[] CornerYIndex = new uint[] { 1, 1, 4, 4, 1, 1, 4, 4 };
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static readonly uint[] CornerZIndex = new uint[] { 2, 5, 2, 5, 2, 5, 2, 5 };
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static void DrawBoundsBox(float3 pxPos, float[] transform, float[] bounds, float width, Color c)
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{
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var wcr = Game.Renderer.WorldRgbaColorRenderer;
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var corners = new float3[8];
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for (var i = 0; i < 8; i++)
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{
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var vec = new float[] { bounds[CornerXIndex[i]], bounds[CornerYIndex[i]], bounds[CornerZIndex[i]], 1 };
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var screen = OpenRA.Graphics.Util.MatrixVectorMultiply(transform, vec);
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corners[i] = pxPos + new float3(screen[0], screen[1], screen[2]);
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}
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// Front face
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wcr.DrawPolygon(new[] { corners[0], corners[1], corners[3], corners[2] }, width, c);
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// Back face
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wcr.DrawPolygon(new[] { corners[4], corners[5], corners[7], corners[6] }, width, c);
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// Horizontal edges
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wcr.DrawLine(corners[0], corners[4], width, c);
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wcr.DrawLine(corners[1], corners[5], width, c);
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wcr.DrawLine(corners[2], corners[6], width, c);
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wcr.DrawLine(corners[3], corners[7], width, c);
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}
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public Rectangle ScreenBounds(WorldRenderer wr)
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{
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return Screen3DBounds(wr).First;
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}
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Pair<Rectangle, float2> Screen3DBounds(WorldRenderer wr)
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{
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var pxOrigin = wr.ScreenPosition(model.pos);
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var draw = model.models.Where(v => v.DisableFunc == null || !v.DisableFunc());
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var scaleTransform = OpenRA.Graphics.Util.ScaleMatrix(model.scale, model.scale, model.scale);
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var cameraTransform = OpenRA.Graphics.Util.MakeFloatMatrix(model.camera.AsMatrix());
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var minX = float.MaxValue;
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var minY = float.MaxValue;
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var minZ = float.MaxValue;
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var maxX = float.MinValue;
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var maxY = float.MinValue;
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var maxZ = float.MinValue;
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foreach (var v in draw)
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{
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var bounds = v.Model.Bounds(v.FrameFunc());
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var worldTransform = v.RotationFunc().Reverse().Aggregate(scaleTransform,
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(x, y) => OpenRA.Graphics.Util.MatrixMultiply(x, OpenRA.Graphics.Util.MakeFloatMatrix(y.AsMatrix())));
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var pxPos = pxOrigin + wr.ScreenVectorComponents(v.OffsetFunc());
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var screenTransform = OpenRA.Graphics.Util.MatrixMultiply(cameraTransform, worldTransform);
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for (var i = 0; i < 8; i++)
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{
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var vec = new float[] { bounds[CornerXIndex[i]], bounds[CornerYIndex[i]], bounds[CornerZIndex[i]], 1 };
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var screen = OpenRA.Graphics.Util.MatrixVectorMultiply(screenTransform, vec);
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minX = Math.Min(minX, pxPos.X + screen[0]);
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minY = Math.Min(minY, pxPos.Y + screen[1]);
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minZ = Math.Min(minZ, pxPos.Z + screen[2]);
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maxX = Math.Max(maxX, pxPos.X + screen[0]);
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maxY = Math.Max(maxY, pxPos.Y + screen[1]);
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maxZ = Math.Max(minZ, pxPos.Z + screen[2]);
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}
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}
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return Pair.New(Rectangle.FromLTRB((int)minX, (int)minY, (int)maxX, (int)maxY), new float2(minZ, maxZ));
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}
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}
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}
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}
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