Rewrite ThrowsParticle using world coordinates.
The old dynamics were crazy, so this implements a simpler model using a cubic lerp.
This commit is contained in:
@@ -8,19 +8,30 @@
|
||||
*/
|
||||
#endregion
|
||||
|
||||
using OpenRA.FileFormats;
|
||||
using OpenRA.Graphics;
|
||||
using OpenRA.Mods.RA.Render;
|
||||
using OpenRA.Traits;
|
||||
|
||||
namespace OpenRA.Mods.RA
|
||||
{
|
||||
class ThrowsParticleInfo : ITraitInfo, Requires<RenderUnitInfo>
|
||||
class ThrowsParticleInfo : ITraitInfo, Requires<RenderSimpleInfo>
|
||||
{
|
||||
public readonly string Anim = null;
|
||||
public readonly int[] Offset = new[] { 0, 0, 0, 0 };
|
||||
public readonly int[] Spread = new[] { 0, 0 };
|
||||
public readonly float Speed = 20;
|
||||
public readonly string AnimKey = null;
|
||||
|
||||
[Desc("Initial position relative to body")]
|
||||
public readonly WVec Offset = WVec.Zero;
|
||||
|
||||
[Desc("Maximum distance to throw the particle")]
|
||||
public readonly WRange ThrowRange = new WRange(768);
|
||||
|
||||
[Desc("Maximum height to throw the particle")]
|
||||
public readonly WRange ThrowHeight = new WRange(256);
|
||||
|
||||
[Desc("Number of ticks to animate")]
|
||||
public readonly int Length = 15;
|
||||
|
||||
[Desc("Maximum rotation rate")]
|
||||
public readonly float ROT = 15;
|
||||
|
||||
public object Create(ActorInitializer init) { return new ThrowsParticle(init, this); }
|
||||
@@ -28,51 +39,56 @@ namespace OpenRA.Mods.RA
|
||||
|
||||
class ThrowsParticle : ITick
|
||||
{
|
||||
float2 pos;
|
||||
float alt;
|
||||
ThrowsParticleInfo info;
|
||||
WVec pos;
|
||||
WVec initialPos;
|
||||
WVec finalPos;
|
||||
int tick = 0;
|
||||
|
||||
float2 v;
|
||||
float va;
|
||||
float facing;
|
||||
float dfacing;
|
||||
|
||||
const float gravity = 1.3f;
|
||||
float rotation;
|
||||
|
||||
public ThrowsParticle(ActorInitializer init, ThrowsParticleInfo info)
|
||||
{
|
||||
this.info = info;
|
||||
|
||||
var self = init.self;
|
||||
var ifacing = self.Trait<IFacing>();
|
||||
var ru = self.Trait<RenderUnit>();
|
||||
var rs = self.Trait<RenderSimple>();
|
||||
|
||||
alt = 0;
|
||||
facing = Turreted.GetInitialTurretFacing( init, 0 );
|
||||
pos = new Turret(info.Offset).PxPosition(self, ifacing).ToFloat2();
|
||||
// TODO: Carry orientation over from the parent instead of just facing
|
||||
var bodyFacing = init.Contains<FacingInit>() ? init.Get<FacingInit,int>() : 0;
|
||||
facing = Turreted.GetInitialTurretFacing(init, 0);
|
||||
|
||||
v = Game.CosmeticRandom.Gauss2D(1) * info.Spread.RelOffset();
|
||||
dfacing = Game.CosmeticRandom.Gauss1D(2) * info.ROT;
|
||||
va = info.Speed;
|
||||
// Calculate final position
|
||||
var throwRotation = WRot.FromFacing(Game.CosmeticRandom.Next(1024));
|
||||
var throwOffset = new WVec((int)(Game.CosmeticRandom.Gauss1D(1)*info.ThrowRange.Range), 0, 0).Rotate(throwRotation);
|
||||
|
||||
var anim = new Animation(ru.GetImage(self), () => (int)facing);
|
||||
initialPos = pos = info.Offset.Rotate(rs.QuantizeOrientation(self, WRot.FromFacing(bodyFacing)));
|
||||
finalPos = initialPos + throwOffset;
|
||||
|
||||
// Facing rotation
|
||||
rotation = Game.CosmeticRandom.Gauss1D(2) * info.ROT;
|
||||
|
||||
var anim = new Animation(rs.GetImage(self), () => (int)facing);
|
||||
anim.PlayRepeating(info.Anim);
|
||||
|
||||
ru.anims.Add(info.AnimKey, new AnimationWithOffset(
|
||||
anim, wr => pos - new float2(0, alt), null));
|
||||
rs.anims.Add(info.Anim, new AnimationWithOffset(anim, wr => wr.ScreenPxOffset(pos), null));
|
||||
}
|
||||
|
||||
public void Tick(Actor self)
|
||||
{
|
||||
va -= gravity;
|
||||
alt += va;
|
||||
if (tick == info.Length)
|
||||
return;
|
||||
tick++;
|
||||
|
||||
if (alt < 0) alt = 0;
|
||||
else
|
||||
{
|
||||
pos += v;
|
||||
v = .9f * v;
|
||||
// Lerp position horizontally and height along a sinusoid using a cubic ease
|
||||
var t = (tick*tick*tick / (info.Length*info.Length) - 3*tick*tick / info.Length + 3*tick);
|
||||
var tp = WVec.Lerp(initialPos, finalPos, t, info.Length);
|
||||
var th = new WAngle(512*(info.Length - t) / info.Length).Sin()*info.ThrowHeight.Range / 1024;
|
||||
pos = new WVec(tp.X, tp.Y, th);
|
||||
|
||||
facing += dfacing;
|
||||
dfacing *= .9f;
|
||||
}
|
||||
// Spin the particle
|
||||
facing += rotation;
|
||||
rotation *= .9f;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
Reference in New Issue
Block a user