Added rotation logic to the renderer to enable the use of Interpolated Facings.

This commit is contained in:
AspectInteractive2
2022-06-07 22:11:51 +02:00
committed by Matthias Mailänder
parent e060d6eb05
commit a1a50d6c98
11 changed files with 223 additions and 42 deletions

View File

@@ -50,37 +50,41 @@ namespace OpenRA.Graphics
}
public int CurrentFrame => backwards ? CurrentSequence.Length - frame - 1 : frame;
public Sprite Image => CurrentSequence.GetSprite(CurrentFrame, facingFunc());
public IRenderable[] Render(WPos pos, in WVec offset, int zOffset, PaletteReference palette)
{
var tintModifiers = CurrentSequence.IgnoreWorldTint ? TintModifiers.IgnoreWorldTint : TintModifiers.None;
var alpha = CurrentSequence.GetAlpha(CurrentFrame);
var imageRenderable = new SpriteRenderable(Image, pos, offset, CurrentSequence.ZOffset + zOffset, palette, CurrentSequence.Scale, alpha, float3.Ones, tintModifiers, IsDecoration);
var (image, rotation) = CurrentSequence.GetSpriteWithRotation(CurrentFrame, facingFunc());
var imageRenderable = new SpriteRenderable(image, pos, offset, CurrentSequence.ZOffset + zOffset, palette, CurrentSequence.Scale, alpha, float3.Ones, tintModifiers, IsDecoration,
rotation);
if (CurrentSequence.ShadowStart >= 0)
{
var shadow = CurrentSequence.GetShadow(CurrentFrame, facingFunc());
var shadowRenderable = new SpriteRenderable(shadow, pos, offset, CurrentSequence.ShadowZOffset + zOffset, palette, CurrentSequence.Scale, 1f, float3.Ones, tintModifiers, true);
var shadowRenderable = new SpriteRenderable(shadow, pos, offset, CurrentSequence.ShadowZOffset + zOffset, palette, CurrentSequence.Scale, 1f, float3.Ones, tintModifiers,
true, rotation);
return new IRenderable[] { shadowRenderable, imageRenderable };
}
return new IRenderable[] { imageRenderable };
}
public IRenderable[] RenderUI(WorldRenderer wr, int2 pos, in WVec offset, int zOffset, PaletteReference palette, float scale = 1f)
public IRenderable[] RenderUI(WorldRenderer wr, int2 pos, in WVec offset, int zOffset, PaletteReference palette, float scale = 1f, float rotation = 0f)
{
scale *= CurrentSequence.Scale;
var screenOffset = (scale * wr.ScreenVectorComponents(offset)).XY.ToInt2();
var imagePos = pos + screenOffset - new int2((int)(scale * Image.Size.X / 2), (int)(scale * Image.Size.Y / 2));
var alpha = CurrentSequence.GetAlpha(CurrentFrame);
var imageRenderable = new UISpriteRenderable(Image, WPos.Zero + offset, imagePos, CurrentSequence.ZOffset + zOffset, palette, scale, alpha);
var imageRenderable = new UISpriteRenderable(Image, WPos.Zero + offset, imagePos, CurrentSequence.ZOffset + zOffset, palette, scale, alpha, rotation);
if (CurrentSequence.ShadowStart >= 0)
{
var shadow = CurrentSequence.GetShadow(CurrentFrame, facingFunc());
var shadowPos = pos - new int2((int)(scale * shadow.Size.X / 2), (int)(scale * shadow.Size.Y / 2));
var shadowRenderable = new UISpriteRenderable(shadow, WPos.Zero + offset, shadowPos, CurrentSequence.ShadowZOffset + zOffset, palette, scale);
var shadowRenderable = new UISpriteRenderable(shadow, WPos.Zero + offset, shadowPos, CurrentSequence.ShadowZOffset + zOffset, palette, scale, 1f, rotation);
return new IRenderable[] { shadowRenderable, imageRenderable };
}