Add turret-linking support to HitShape

Allows to link a HitShape to the
position and facing of a turret.
This commit is contained in:
reaperrr
2018-06-19 07:26:19 +02:00
committed by abcdefg30
parent b839204c7f
commit 9dcba8710b
12 changed files with 103 additions and 65 deletions

View File

@@ -81,27 +81,23 @@ namespace OpenRA.Mods.Common.HitShapes
return new WDist(Math.Max(0, distance - Radius.Length));
}
public WDist DistanceFromEdge(WPos pos, Actor actor)
public WDist DistanceFromEdge(WPos pos, WPos origin, WRot orientation)
{
var actorPos = actor.CenterPosition;
if (pos.Z > origin.Z + VerticalTopOffset)
return DistanceFromEdge((pos - (origin + new WVec(0, 0, VerticalTopOffset))).Rotate(-orientation));
if (pos.Z > actorPos.Z + VerticalTopOffset)
return DistanceFromEdge((pos - (actorPos + new WVec(0, 0, VerticalTopOffset))).Rotate(-actor.Orientation));
if (pos.Z < origin.Z + VerticalBottomOffset)
return DistanceFromEdge((pos - (origin + new WVec(0, 0, VerticalBottomOffset))).Rotate(-orientation));
if (pos.Z < actorPos.Z + VerticalBottomOffset)
return DistanceFromEdge((pos - (actorPos + new WVec(0, 0, VerticalBottomOffset))).Rotate(-actor.Orientation));
return DistanceFromEdge((pos - new WPos(actorPos.X, actorPos.Y, pos.Z)).Rotate(-actor.Orientation));
return DistanceFromEdge((pos - new WPos(origin.X, origin.Y, pos.Z)).Rotate(-orientation));
}
IEnumerable<IRenderable> IHitShape.RenderDebugOverlay(WorldRenderer wr, Actor actor)
IEnumerable<IRenderable> IHitShape.RenderDebugOverlay(WorldRenderer wr, WPos origin, WRot orientation)
{
var actorPos = actor.CenterPosition;
var a = actorPos + new WVec(PointA.X, PointA.Y, VerticalTopOffset).Rotate(actor.Orientation);
var b = actorPos + new WVec(PointB.X, PointB.Y, VerticalTopOffset).Rotate(actor.Orientation);
var aa = actorPos + new WVec(PointA.X, PointA.Y, VerticalBottomOffset).Rotate(actor.Orientation);
var bb = actorPos + new WVec(PointB.X, PointB.Y, VerticalBottomOffset).Rotate(actor.Orientation);
var a = origin + new WVec(PointA.X, PointA.Y, VerticalTopOffset).Rotate(orientation);
var b = origin + new WVec(PointB.X, PointB.Y, VerticalTopOffset).Rotate(orientation);
var aa = origin + new WVec(PointA.X, PointA.Y, VerticalBottomOffset).Rotate(orientation);
var bb = origin + new WVec(PointB.X, PointB.Y, VerticalBottomOffset).Rotate(orientation);
var offset1 = new WVec(a.Y - b.Y, b.X - a.X, 0);
offset1 = offset1 * Radius.Length / offset1.Length;
@@ -112,7 +108,7 @@ namespace OpenRA.Mods.Common.HitShapes
yield return new CircleAnnotationRenderable(b, Radius, 1, Color.Yellow);
yield return new CircleAnnotationRenderable(aa, Radius, 1, Color.Yellow);
yield return new CircleAnnotationRenderable(bb, Radius, 1, Color.Yellow);
yield return new CircleAnnotationRenderable(actorPos, OuterRadius, 1, Color.LimeGreen);
yield return new CircleAnnotationRenderable(origin, OuterRadius, 1, Color.LimeGreen);
yield return new LineAnnotationRenderable(a - offset1, b - offset1, 1, Color.Yellow);
yield return new LineAnnotationRenderable(a + offset1, b + offset1, 1, Color.Yellow);
yield return new LineAnnotationRenderable(aa - offset2, bb - offset2, 1, Color.Yellow);