Move ClassicFacingFudge support to Mods.Cnc
This moves the TD/RA-specific re-mapping of sprite facings and coordinates to Mods.Cnc.
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@@ -17,25 +17,22 @@ namespace OpenRA.Mods.Common.Traits
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{
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public class BodyOrientationInfo : ITraitInfo
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{
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[Desc("Number of facings for gameplay calculations. -1 indicates auto-detection from another trait")]
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[Desc("Number of facings for gameplay calculations. -1 indicates auto-detection from another trait.")]
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public readonly int QuantizedFacings = -1;
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[Desc("Camera pitch for rotation calculations")]
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[Desc("Camera pitch for rotation calculations.")]
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public readonly WAngle CameraPitch = WAngle.FromDegrees(40);
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[Desc("Fudge the coordinate system angles like the early games.")]
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[Desc("Fudge the coordinate system angles to simulate non-top-down perspective in mods with square cells.")]
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public readonly bool UseClassicPerspectiveFudge = true;
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[Desc("Fudge the coordinate system angles like the early games.")]
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public readonly bool UseClassicFacingFudge = false;
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public WVec LocalToWorld(WVec vec)
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{
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// Rotate by 90 degrees
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if (!UseClassicPerspectiveFudge)
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return new WVec(vec.Y, -vec.X, vec.Z);
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// RA's 2d perspective doesn't correspond to an orthonormal 3D
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// The 2d perspective of older games with square cells doesn't correspond to an orthonormal 3D
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// coordinate system, so fudge the y axis to make things look good
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return new WVec(vec.Y, -CameraPitch.Sin() * vec.X / 1024, vec.Z);
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}
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@@ -53,12 +50,12 @@ namespace OpenRA.Mods.Common.Traits
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return new WRot(WAngle.Zero, WAngle.Zero, WAngle.FromFacing(facing));
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}
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public int QuantizeFacing(int facing, int facings)
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public virtual int QuantizeFacing(int facing, int facings)
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{
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return Util.QuantizeFacing(facing, facings, UseClassicFacingFudge) * (256 / facings);
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return Util.QuantizeFacing(facing, facings) * (256 / facings);
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}
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public object Create(ActorInitializer init) { return new BodyOrientation(init, this); }
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public virtual object Create(ActorInitializer init) { return new BodyOrientation(init, this); }
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}
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public class BodyOrientation : ISync
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