Separate IBodyOrientation from render traits.
This commit is contained in:
@@ -226,6 +226,7 @@
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<Compile Include="Widgets\ClientTooltipRegionWidget.cs" />
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<Compile Include="Graphics\Renderable.cs" />
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<Compile Include="Traits\Render\RenderSprites.cs" />
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<Compile Include="Traits\BodyOrientation.cs" />
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</ItemGroup>
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<ItemGroup>
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<ProjectReference Include="..\OpenRA.FileFormats\OpenRA.FileFormats.csproj">
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58
OpenRA.Game/Traits/BodyOrientation.cs
Executable file
58
OpenRA.Game/Traits/BodyOrientation.cs
Executable file
@@ -0,0 +1,58 @@
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#region Copyright & License Information
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/*
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* Copyright 2007-2011 The OpenRA Developers (see AUTHORS)
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* This file is part of OpenRA, which is free software. It is made
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* available to you under the terms of the GNU General Public License
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* as published by the Free Software Foundation. For more information,
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* see COPYING.
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*/
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#endregion
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using System;
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using System.Collections.Generic;
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using System.Linq;
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using OpenRA.Graphics;
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using OpenRA.FileFormats;
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namespace OpenRA.Traits
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{
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public class BodyOrientationInfo : ITraitInfo, IBodyOrientationInfo
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{
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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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public object Create(ActorInitializer init) { return new BodyOrientation(init.self, this); }
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}
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public class BodyOrientation : IBodyOrientation
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{
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[Sync] public int QuantizedFacings { get; set; }
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BodyOrientationInfo Info;
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public BodyOrientation(Actor self, BodyOrientationInfo info)
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{
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Info = info;
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}
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public WAngle CameraPitch { get { return Info.CameraPitch; } }
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public WVec LocalToWorld(WVec vec)
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{
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// RA's 2d perspective 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, -Info.CameraPitch.Sin()*vec.X/1024, vec.Z);
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}
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public WRot QuantizeOrientation(Actor self, WRot orientation)
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{
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// Quantization disabled
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if (QuantizedFacings == 0)
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return orientation;
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// Map yaw to the closest facing
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var facing = Util.QuantizeFacing(orientation.Yaw.Angle / 4, QuantizedFacings) * (256 / QuantizedFacings);
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// Roll and pitch are always zero if yaw is quantized
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return new WRot(WAngle.Zero, WAngle.Zero, WAngle.FromFacing(facing));
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}
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}
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}
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@@ -16,13 +16,8 @@ using OpenRA.FileFormats;
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namespace OpenRA.Traits
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{
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public class RenderSimpleInfo : RenderSpritesInfo, IBodyOrientationInfo
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public class RenderSimpleInfo : RenderSpritesInfo, Requires<IBodyOrientationInfo>
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{
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[Desc("Number of facings for gameplay calculations. -1 indiciates auto-detection from sequence")]
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public readonly int QuantizedFacings = -1;
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[Desc("Camera pitch the sprite was rendered with. Used to determine rotation ellipses")]
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public readonly WAngle CameraPitch = WAngle.FromDegrees(40);
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public override object Create(ActorInitializer init) { return new RenderSimple(init.self); }
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public virtual IEnumerable<IRenderable> RenderPreview(ActorInfo ai, PaletteReference pr)
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@@ -34,7 +29,7 @@ namespace OpenRA.Traits
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}
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}
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public class RenderSimple : RenderSprites, IBodyOrientation, IAutoSelectionSize
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public class RenderSimple : RenderSprites, IAutoSelectionSize
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{
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RenderSimpleInfo Info;
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@@ -49,6 +44,7 @@ namespace OpenRA.Traits
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: this(self, MakeFacingFunc(self))
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{
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anim.PlayRepeating("idle");
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self.Trait<IBodyOrientation>().QuantizedFacings = anim.CurrentSequence.Facings;
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}
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public int2 SelectionSize(Actor self)
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@@ -74,22 +70,5 @@ namespace OpenRA.Traits
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anim.PlayThen(NormalizeSequence(self, name),
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() => anim.PlayRepeating(NormalizeSequence(self, "idle")));
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}
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public WVec LocalToWorld(WVec vec)
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{
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// RA's 2d perspective 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, -Info.CameraPitch.Sin()*vec.X/1024, vec.Z);
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}
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public WRot QuantizeOrientation(Actor self, WRot orientation)
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{
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// Map yaw to the closest facing
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var numDirs = Info.QuantizedFacings == -1 ? anim.CurrentSequence.Facings : Info.QuantizedFacings;
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var facing = Util.QuantizeFacing(orientation.Yaw.Angle / 4, numDirs) * (256 / numDirs);
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// Roll and pitch are always zero
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return new WRot(WAngle.Zero, WAngle.Zero, WAngle.FromFacing(facing));
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}
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}
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}
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@@ -189,6 +189,8 @@ namespace OpenRA.Traits
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public interface IRenderAsTerrain { IEnumerable<IRenderable> RenderAsTerrain(WorldRenderer wr, Actor self); }
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public interface IBodyOrientation
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{
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WAngle CameraPitch { get; }
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int QuantizedFacings { get; set; }
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WVec LocalToWorld(WVec vec);
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WRot QuantizeOrientation(Actor self, WRot orientation);
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}
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