Merge pull request #10520 from pchote/fix-voxel-z-offsets
Use height offset when rendering voxels.
This commit is contained in:
@@ -219,7 +219,7 @@ namespace OpenRA.Graphics
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public void ScreenVectorComponents(WVec vec, out float x, out float y, out float z)
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{
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x = TileSize.Width * vec.X / 1024f;
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y = TileSize.Height * vec.Y / 1024f;
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y = TileSize.Height * (vec.Y - vec.Z) / 1024f;
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z = TileSize.Height * vec.Z / 1024f;
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}
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@@ -236,7 +236,7 @@ namespace OpenRA.Graphics
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// Round to nearest pixel
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float x, y, z;
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ScreenVectorComponents(vec, out x, out y, out z);
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return new int2((int)Math.Round(x), (int)Math.Round(y - z));
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return new int2((int)Math.Round(x), (int)Math.Round(y));
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}
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public float ScreenZPosition(WPos pos, int offset)
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@@ -44,20 +44,26 @@ namespace OpenRA.Mods.Common.Traits
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var turretFacing = Turreted.GetInitialTurretFacing(init, t.InitialFacing, t.Turret);
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var turretOrientation = body.QuantizeOrientation(new WRot(WAngle.Zero, WAngle.Zero, WAngle.FromFacing(turretFacing) - orientation.Yaw), facings);
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var turretOffset = body.LocalToWorld(t.Offset.Rotate(orientation));
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yield return new VoxelAnimation(voxel, () => turretOffset, () => new[] { turretOrientation, orientation },
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var quantizedTurret = body.QuantizeOrientation(turretOrientation, facings);
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var quantizedBody = body.QuantizeOrientation(orientation, facings);
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var barrelOffset = body.LocalToWorld((t.Offset + LocalOffset.Rotate(quantizedTurret)).Rotate(quantizedBody));
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yield return new VoxelAnimation(voxel, () => barrelOffset, () => new[] { turretOrientation, orientation },
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() => false, () => 0);
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}
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}
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public class WithVoxelBarrel : UpgradableTrait<WithVoxelBarrelInfo>
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public class WithVoxelBarrel : UpgradableTrait<WithVoxelBarrelInfo>, INotifyBuildComplete, INotifySold, INotifyTransform
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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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// TODO: This should go away once https://github.com/OpenRA/OpenRA/issues/7035 is implemented
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bool buildComplete;
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public WithVoxelBarrel(Actor self, WithVoxelBarrelInfo info)
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: base(info)
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{
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@@ -68,21 +74,23 @@ namespace OpenRA.Mods.Common.Traits
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turreted = self.TraitsImplementing<Turreted>()
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.First(tt => tt.Name == armament.Info.Turret);
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buildComplete = !self.Info.HasTraitInfo<BuildingInfo>(); // always render instantly for units
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var rv = self.Trait<RenderVoxels>();
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rv.Add(new VoxelAnimation(VoxelProvider.GetVoxel(rv.Image, Info.Sequence),
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BarrelOffset, BarrelRotation,
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() => IsTraitDisabled, () => 0));
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() => IsTraitDisabled || !buildComplete, () => 0));
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}
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WVec BarrelOffset()
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{
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var localOffset = Info.LocalOffset + new WVec(-armament.Recoil, WDist.Zero, WDist.Zero);
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var turretOffset = turreted != null ? turreted.Position(self) : WVec.Zero;
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var turretLocalOffset = turreted != null ? turreted.Offset : WVec.Zero;
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var turretOrientation = turreted != null ? turreted.LocalOrientation(self) : WRot.Zero;
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var quantizedBody = body.QuantizeOrientation(self, self.Orientation);
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var quantizedTurret = body.QuantizeOrientation(self, turretOrientation);
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return turretOffset + body.LocalToWorld(localOffset.Rotate(quantizedTurret).Rotate(quantizedBody));
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return body.LocalToWorld((turretLocalOffset + localOffset.Rotate(quantizedTurret)).Rotate(quantizedBody));
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}
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IEnumerable<WRot> BarrelRotation()
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@@ -92,5 +100,12 @@ namespace OpenRA.Mods.Common.Traits
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yield return turreted.LocalOrientation(self) + WRot.FromYaw(b.Yaw - qb.Yaw);
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yield return qb;
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}
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void INotifyBuildComplete.BuildingComplete(Actor self) { buildComplete = true; }
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void INotifySold.Selling(Actor self) { buildComplete = false; }
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void INotifySold.Sold(Actor self) { }
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void INotifyTransform.BeforeTransform(Actor self) { buildComplete = false; }
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void INotifyTransform.OnTransform(Actor self) { }
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void INotifyTransform.AfterTransform(Actor toActor) { }
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}
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}
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@@ -52,17 +52,19 @@ NALASR:
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Turreted:
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ROT: 10
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InitialFacing: 300
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Offset: 298,-171,0
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Offset: 298,-171,288
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AttackTurreted:
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Armament:
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Weapon: TurretLaserFire
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LocalOffset: 0, 0, 200
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LocalOffset: 352, 0, 224
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RenderVoxels:
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WithVoxelTurret:
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Power:
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Amount: -40
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SelectionDecorations:
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VisualBounds: 40, 36, -8, -8
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BodyOrientation:
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QuantizedFacings: 0
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NAOBEL:
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Inherits: ^Defense
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@@ -149,7 +151,7 @@ GATICK:
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Valued:
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Cost: 800
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Tooltip:
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Name: Deployed Tick Tank
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Name: Tick Tank
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Health:
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HP: 350
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Armor:
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@@ -158,18 +160,18 @@ GATICK:
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Range: 5c0
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Turreted:
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ROT: 6
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InitialFacing: 128
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Offset: 170,0,213
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InitialFacing: 224
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Offset: 0,96,224
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Armament@PRIMARY:
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Weapon: 90mm
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LocalOffset: 384,0,128
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LocalOffset: 448,0,348
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UpgradeTypes: eliteweapon
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UpgradeMaxEnabledLevel: 0
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UpgradeMaxAcceptedLevel: 1
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MuzzleSequence: muzzle
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Armament@ELITE:
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Weapon: 120mmx
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LocalOffset: 384,0,128
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LocalOffset: 448,0,348
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UpgradeTypes: eliteweapon
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UpgradeMinEnabledLevel: 1
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MuzzleSequence: muzzle
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@@ -177,7 +179,7 @@ GATICK:
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QuantizedFacings: 32
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RenderVoxels:
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WithVoxelBarrel:
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LocalOffset: 170,0,0
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LocalOffset: 128,0,348
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WithVoxelTurret:
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Transforms:
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IntoActor: ttnk
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