Use IRender.ScreenBounds in ScreenMap.

Traits are now required to trigger a ScreenMap update whenever they
believe that their ScreenBounds have changed.
This commit is contained in:
Paul Chote
2017-12-09 19:09:17 +00:00
committed by reaperrr
parent fa65fef4d1
commit 8fcc80b05a
8 changed files with 141 additions and 24 deletions

View File

@@ -61,22 +61,6 @@ namespace OpenRA.Traits
public void WorldLoaded(World w, WorldRenderer wr) { worldRenderer = wr; }
Rectangle FrozenActorBounds(FrozenActor fa)
{
var pos = worldRenderer.ScreenPxPosition(fa.CenterPosition);
var bounds = fa.RenderBounds;
bounds.Offset(pos.X, pos.Y);
return bounds;
}
Rectangle ActorBounds(Actor a)
{
var pos = worldRenderer.ScreenPxPosition(a.CenterPosition);
var bounds = a.RenderBounds;
bounds.Offset(pos.X, pos.Y);
return bounds;
}
public void AddOrUpdate(Player viewer, FrozenActor fa)
{
if (removeFrozenActors[viewer].Contains(fa))
@@ -200,11 +184,23 @@ namespace OpenRA.Traits
return partitionedFrozenActors[p].InBox(r).Where(frozenActorIsValid);
}
Rectangle AggregateBounds(IEnumerable<Rectangle> screenBounds)
{
if (!screenBounds.Any())
return Rectangle.Empty;
var bounds = screenBounds.First();
foreach (var b in screenBounds.Skip(1))
bounds = Rectangle.Union(bounds, b);
return bounds;
}
public void Tick()
{
foreach (var a in addOrUpdateActors)
{
var bounds = ActorBounds(a);
var bounds = AggregateBounds(a.ScreenBounds(worldRenderer));
if (!bounds.Size.IsEmpty)
{
if (partitionedActors.Contains(a))
@@ -226,7 +222,7 @@ namespace OpenRA.Traits
{
foreach (var fa in kv.Value)
{
var bounds = FrozenActorBounds(fa);
var bounds = AggregateBounds(fa.ScreenBounds);
if (!bounds.Size.IsEmpty)
{
if (partitionedFrozenActors[kv.Key].Contains(fa))