Merge pull request #10562 from pchote/classic-facing-fudge
Implement ClassicFacingFudge for fudging classic facings.
This commit is contained in:
@@ -75,7 +75,7 @@ namespace OpenRA.Mods.Common.Graphics
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{
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static readonly WDist DefaultShadowSpriteZOffset = new WDist(-5);
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readonly Sprite[] sprites;
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readonly bool reverseFacings, transpose;
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readonly bool reverseFacings, transpose, useClassicFacingFudge;
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protected readonly ISpriteSequenceLoader Loader;
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@@ -129,6 +129,8 @@ namespace OpenRA.Mods.Common.Graphics
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Tick = LoadField(d, "Tick", 40);
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transpose = LoadField(d, "Transpose", false);
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Frames = LoadField<int[]>(d, "Frames", null);
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useClassicFacingFudge = LoadField(d, "UseClassicFacingFudge", false);
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var flipX = LoadField(d, "FlipX", false);
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var flipY = LoadField(d, "FlipY", false);
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@@ -139,6 +141,11 @@ namespace OpenRA.Mods.Common.Graphics
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Facings = -Facings;
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}
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if (useClassicFacingFudge && Facings != 32)
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throw new InvalidOperationException(
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"{0}: Sequence {1}.{2}: UseClassicFacingFudge is only valid for 32 facings"
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.F(info.Nodes[0].Location, sequence, animation));
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var offset = LoadField(d, "Offset", float2.Zero);
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var blendMode = LoadField(d, "BlendMode", BlendMode.Alpha);
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@@ -237,8 +244,7 @@ namespace OpenRA.Mods.Common.Graphics
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protected virtual Sprite GetSprite(int start, int frame, int facing)
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{
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var f = Util.QuantizeFacing(facing, Facings);
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var f = Util.QuantizeFacing(facing, Facings, useClassicFacingFudge);
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if (reverseFacings)
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f = (Facings - f) % Facings;
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@@ -253,7 +253,10 @@ namespace OpenRA.Mods.Common.Traits
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var localOffset = b.Offset + new WVec(-Recoil, WDist.Zero, WDist.Zero);
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if (turret != null)
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{
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var turretOrientation = coords.QuantizeOrientation(self, turret.LocalOrientation(self));
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// WorldOrientation is quantized to satisfy the *Fudges.
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// Need to then convert back to a pseudo-local coordinate space, apply offsets,
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// then rotate back at the end
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var turretOrientation = turret.WorldOrientation(self) - bodyOrientation;
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localOffset = localOffset.Rotate(turretOrientation);
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localOffset += turret.Offset;
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}
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@@ -263,10 +266,10 @@ namespace OpenRA.Mods.Common.Traits
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public WRot MuzzleOrientation(Actor self, Barrel b)
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{
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var orientation = self.Orientation + WRot.FromYaw(b.Yaw);
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if (turret != null)
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orientation += turret.LocalOrientation(self);
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return orientation;
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var orientation = turret != null ? turret.WorldOrientation(self) :
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coords.QuantizeOrientation(self, self.Orientation);
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return orientation + WRot.FromYaw(b.Yaw);
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}
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public Actor Actor { get { return self; } }
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@@ -24,6 +24,9 @@ namespace OpenRA.Mods.Common.Traits
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[Desc("Fudge the coordinate system angles like the early games.")]
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public readonly bool UseClassicPerspectiveFudge = true;
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[Desc("Fudge the coordinate system angles like the early games.")]
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public readonly bool UseClassicFacingFudge = false;
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public WVec LocalToWorld(WVec vec)
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{
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// Rotate by 90 degrees
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@@ -50,7 +53,7 @@ namespace OpenRA.Mods.Common.Traits
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public int QuantizeFacing(int facing, int facings)
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{
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return Util.QuantizeFacing(facing, facings) * (256 / facings);
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return Util.QuantizeFacing(facing, facings, UseClassicFacingFudge) * (256 / facings);
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}
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public object Create(ActorInitializer init) { return new BodyOrientation(init, this); }
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@@ -90,9 +90,9 @@ namespace OpenRA.Mods.Common.Traits
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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 turretOrientation = turreted != null ? turreted.LocalOrientation(self) : WRot.Zero;
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var quantizedBody = body.QuantizeOrientation(self, self.Orientation);
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var turretOrientation = turreted != null ? turreted.WorldOrientation(self) - quantizedBody : WRot.Zero;
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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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}
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@@ -101,7 +101,7 @@ namespace OpenRA.Mods.Common.Traits
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{
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var b = self.Orientation;
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var qb = body.QuantizeOrientation(self, b);
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yield return turreted.LocalOrientation(self) + WRot.FromYaw(b.Yaw - qb.Yaw);
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yield return turreted.WorldOrientation(self) - qb + WRot.FromYaw(b.Yaw - qb.Yaw);
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yield return qb;
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}
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}
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@@ -98,9 +98,8 @@ namespace OpenRA.Mods.Common.Traits
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var recoil = arms.Aggregate(WDist.Zero, (a, b) => a + b.Recoil);
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var localOffset = new WVec(-recoil, WDist.Zero, WDist.Zero);
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var bodyOrientation = body.QuantizeOrientation(self, self.Orientation);
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var turretOrientation = body.QuantizeOrientation(self, t.LocalOrientation(self));
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return t.Position(self) + body.LocalToWorld(localOffset.Rotate(turretOrientation).Rotate(bodyOrientation));
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var quantizedWorldTurret = t.WorldOrientation(self);
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return t.Position(self) + body.LocalToWorld(localOffset.Rotate(quantizedWorldTurret));
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}
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public string NormalizeSequence(Actor self, string sequence)
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@@ -84,20 +84,20 @@ namespace OpenRA.Mods.Common.Traits
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WVec BarrelOffset()
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{
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var b = self.Orientation;
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var qb = body.QuantizeOrientation(self, b);
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var localOffset = Info.LocalOffset + new WVec(-armament.Recoil, WDist.Zero, WDist.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 turretOrientation = turreted != null ? turreted.WorldOrientation(self) - b + WRot.FromYaw(b.Yaw - qb.Yaw) : 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 body.LocalToWorld((turretLocalOffset + localOffset.Rotate(quantizedTurret)).Rotate(quantizedBody));
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return body.LocalToWorld((turretLocalOffset + localOffset.Rotate(turretOrientation)).Rotate(qb));
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}
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IEnumerable<WRot> BarrelRotation()
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{
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var b = self.Orientation;
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var qb = body.QuantizeOrientation(self, b);
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yield return turreted.LocalOrientation(self) + WRot.FromYaw(b.Yaw - qb.Yaw);
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yield return turreted.WorldOrientation(self) - b + WRot.FromYaw(b.Yaw - qb.Yaw);
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yield return qb;
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}
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@@ -73,7 +73,7 @@ namespace OpenRA.Mods.Common.Traits
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{
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var b = self.Orientation;
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var qb = body.QuantizeOrientation(self, b);
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yield return turreted.LocalOrientation(self) + WRot.FromYaw(b.Yaw - qb.Yaw);
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yield return turreted.WorldOrientation(self) - b + WRot.FromYaw(b.Yaw - qb.Yaw);
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yield return qb;
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}
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@@ -122,18 +122,18 @@ namespace OpenRA.Mods.Common.Traits
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return body.LocalToWorld(Offset.Rotate(bodyOrientation));
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}
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// Orientation in unit-space
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public WRot LocalOrientation(Actor self)
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// Orientation in world-space
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public WRot WorldOrientation(Actor self)
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{
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// Hack: turretFacing is relative to the world, so subtract the body yaw
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var local = WRot.FromYaw(WAngle.FromFacing(TurretFacing) - self.Orientation.Yaw);
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var world = WRot.FromYaw(WAngle.FromFacing(TurretFacing));
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if (QuantizedFacings == 0)
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return local;
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return world;
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// Quantize orientation to match a rendered sprite
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// Implies no pitch or yaw
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var facing = body.QuantizeFacing(local.Yaw.Angle / 4, QuantizedFacings);
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var facing = body.QuantizeFacing(world.Yaw.Angle / 4, QuantizedFacings);
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return new WRot(WAngle.Zero, WAngle.Zero, WAngle.FromFacing(facing));
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}
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@@ -48,6 +48,30 @@ namespace OpenRA.Mods.Common
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return a / step;
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}
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public static int QuantizeFacing(int facing, int numFrames, bool useClassicFacingFudge)
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{
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if (!useClassicFacingFudge || numFrames != 32)
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return Util.QuantizeFacing(facing, numFrames);
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// TD and RA divided the facing artwork into 3 frames from (north|south) to (north|south)-(east|west)
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// and then 5 frames from (north|south)-(east|west) to (east|west)
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var quadrant = ((facing + 31) & 0xFF) / 64;
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if (quadrant == 0 || quadrant == 2)
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{
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var frame = Util.QuantizeFacing(facing, 24);
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if (frame > 18)
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return frame + 6;
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if (frame > 4)
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return frame + 3;
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return frame;
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}
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else
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{
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var frame = Util.QuantizeFacing(facing, 40);
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return frame < 20 ? frame - 3 : frame - 8;
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}
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}
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public static WPos BetweenCells(World w, CPos from, CPos to)
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{
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return WPos.Lerp(w.Map.CenterOfCell(from), w.Map.CenterOfCell(to), 1, 2);
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