Add BeamRenderable for lasers.
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68
OpenRA.Game/Graphics/BeamRenderable.cs
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68
OpenRA.Game/Graphics/BeamRenderable.cs
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#region Copyright & License Information
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/*
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* Copyright 2007-2013 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. For more information,
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* see COPYING.
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*/
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#endregion
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using System.Collections.Generic;
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using System.Drawing;
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namespace OpenRA.Graphics
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{
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public struct BeamRenderable : IRenderable
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{
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readonly WPos pos;
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readonly int zOffset;
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readonly WVec length;
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readonly Color color;
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readonly float width;
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public BeamRenderable(WPos pos, int zOffset, WVec length, float width, Color color)
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{
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this.pos = pos;
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this.zOffset = zOffset;
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this.length = length;
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this.color = color;
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this.width = width;
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}
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public WPos Pos { get { return pos; } }
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public float Scale { get { return 1f; } }
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public PaletteReference Palette { get { return null; } }
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public int ZOffset { get { return zOffset; } }
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public IRenderable WithScale(float newScale) { return new BeamRenderable(pos, zOffset, length, width, color); }
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public IRenderable WithPalette(PaletteReference newPalette) { return new BeamRenderable(pos, zOffset, length, width, color); }
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public IRenderable WithZOffset(int newOffset) { return new BeamRenderable(pos, zOffset, length, width, color); }
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public IRenderable WithPos(WPos pos) { return new BeamRenderable(pos, zOffset, length, width, color); }
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public void BeforeRender(WorldRenderer wr) {}
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public void Render(WorldRenderer wr)
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{
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var wlr = Game.Renderer.WorldLineRenderer;
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var src = wr.ScreenPosition(pos);
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var dest = wr.ScreenPosition(pos + length);
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var lineWidth = wlr.LineWidth;
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if (lineWidth != width)
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{
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wlr.Flush();
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wlr.LineWidth = width;
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}
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wlr.DrawLine(src, dest, color, color);
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if (lineWidth != width)
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{
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wlr.Flush();
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wlr.LineWidth = lineWidth;
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}
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}
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public void RenderDebugGeometry(WorldRenderer wr) {}
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}
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}
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@@ -234,6 +234,7 @@
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<Compile Include="Graphics\VoxelAnimation.cs" />
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<Compile Include="Graphics\VoxelRenderable.cs" />
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<Compile Include="Graphics\TextRenderable.cs" />
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<Compile Include="Graphics\BeamRenderable.cs" />
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</ItemGroup>
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<ItemGroup>
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<ProjectReference Include="..\OpenRA.FileFormats\OpenRA.FileFormats.csproj">
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@@ -78,34 +78,21 @@ namespace OpenRA.Mods.RA.Effects
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public IEnumerable<IRenderable> Render(WorldRenderer wr)
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{
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if (ticks < info.BeamDuration)
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{
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var src = new PPos(args.src.X, args.src.Y).ToWPos(args.srcAltitude);
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var dest = new PPos(args.dest.X, args.dest.Y).ToWPos(args.destAltitude);
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var rc = Color.FromArgb((info.BeamDuration - ticks)*255/info.BeamDuration, color);
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yield return new BeamRenderable(src, 0, dest - src, info.BeamWidth, rc);
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}
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if (hitanim != null)
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yield return new SpriteRenderable(hitanim.Image, args.dest.ToFloat2(),
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wr.Palette("effect"), (int)args.dest.Y);
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if (ticks >= info.BeamDuration)
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yield break;
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var rc = Color.FromArgb((info.BeamDuration - ticks)*255/info.BeamDuration, color);
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var src = new PPos(args.src.X, args.src.Y - args.srcAltitude);
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var dest = new PPos(args.dest.X, args.dest.Y - args.destAltitude);
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var wlr = Game.Renderer.WorldLineRenderer;
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// TODO: Push this into a BeamRenderable, with support for refraction/ripples on sonic weapons
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var lineWidth = wlr.LineWidth;
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if (lineWidth != info.BeamWidth)
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{
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wlr.Flush();
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wlr.LineWidth = info.BeamWidth;
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}
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wlr.DrawLine(src.ToFloat2(), dest.ToFloat2(), rc, rc);
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if (lineWidth != info.BeamWidth)
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{
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wlr.Flush();
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wlr.LineWidth = lineWidth;
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}
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}
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}
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}
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