Add support for voxels in actor previews.

This commit is contained in:
Paul Chote
2014-07-21 17:36:12 +12:00
parent 3903b9b2b5
commit b5e4e0e074
7 changed files with 142 additions and 6 deletions

View File

@@ -9,13 +9,16 @@
#endregion
using System.Collections.Generic;
using System.Linq;
using OpenRA.Graphics;
using OpenRA.Traits;
using OpenRA.Mods.RA.Graphics;
using OpenRA.Traits;
namespace OpenRA.Mods.RA.Render
{
public class RenderVoxelsInfo : ITraitInfo, Requires<IBodyOrientationInfo>
public interface IRenderActorPreviewVoxelsInfo { IEnumerable<VoxelAnimation> RenderPreviewVoxels(ActorPreviewInitializer init, RenderVoxelsInfo rv, string image, WRot orientation, int facings, PaletteReference p); }
public class RenderVoxelsInfo : ITraitInfo, IRenderActorPreviewInfo, Requires<IBodyOrientationInfo>
{
[Desc("Defaults to the actor name.")]
public readonly string Image = null;
@@ -34,7 +37,27 @@ namespace OpenRA.Mods.RA.Render
public readonly WAngle LightYaw = WAngle.FromDegrees(240);
public readonly float[] LightAmbientColor = new float[] {0.6f, 0.6f, 0.6f};
public readonly float[] LightDiffuseColor = new float[] {0.4f, 0.4f, 0.4f};
public virtual object Create(ActorInitializer init) { return new RenderVoxels(init.self, this); }
public virtual IEnumerable<IActorPreview> RenderPreview(ActorPreviewInitializer init)
{
var body = init.Actor.Traits.Get<BodyOrientationInfo>();
var sequenceProvider = init.World.Map.SequenceProvider;
var image = Image ?? init.Actor.Name;
var facings = body.QuantizedFacings == -1 ? init.Actor.Traits.Get<IQuantizeBodyOrientationInfo>().QuantizedBodyFacings(sequenceProvider, init.Actor) : body.QuantizedFacings;
var palette = init.WorldRenderer.Palette(Palette ?? (init.Owner != null ? PlayerPalette + init.Owner.InternalName : null));
var facing = init.Contains<FacingInit>() ? init.Get<FacingInit, int>() : 0;
var orientation = WRot.FromFacing(facing);
var components = init.Actor.Traits.WithInterface<IRenderActorPreviewVoxelsInfo>()
.SelectMany(rvpi => rvpi.RenderPreviewVoxels(init, this, image, orientation, facings, palette))
.ToArray();
yield return new VoxelPreview(components, WVec.Zero, 0, this, body.CameraPitch, palette,
init.WorldRenderer.Palette(NormalsPalette), init.WorldRenderer.Palette("shadow"));
}
}
public class RenderVoxels : IRender, INotifyOwnerChanged