Separate IBodyOrientation from render traits.

This commit is contained in:
Paul Chote
2013-05-25 17:21:17 +12:00
parent 53aa698491
commit c149898592
16 changed files with 122 additions and 26 deletions

View File

@@ -0,0 +1,58 @@
#region Copyright & License Information
/*
* Copyright 2007-2011 The OpenRA Developers (see AUTHORS)
* This file is part of OpenRA, which is free software. It is made
* available to you under the terms of the GNU General Public License
* as published by the Free Software Foundation. For more information,
* see COPYING.
*/
#endregion
using System;
using System.Collections.Generic;
using System.Linq;
using OpenRA.Graphics;
using OpenRA.FileFormats;
namespace OpenRA.Traits
{
public class BodyOrientationInfo : ITraitInfo, IBodyOrientationInfo
{
[Desc("Camera pitch for rotation calculations")]
public readonly WAngle CameraPitch = WAngle.FromDegrees(40);
public object Create(ActorInitializer init) { return new BodyOrientation(init.self, this); }
}
public class BodyOrientation : IBodyOrientation
{
[Sync] public int QuantizedFacings { get; set; }
BodyOrientationInfo Info;
public BodyOrientation(Actor self, BodyOrientationInfo info)
{
Info = info;
}
public WAngle CameraPitch { get { return Info.CameraPitch; } }
public WVec LocalToWorld(WVec vec)
{
// RA's 2d perspective doesn't correspond to an orthonormal 3D
// coordinate system, so fudge the y axis to make things look good
return new WVec(vec.Y, -Info.CameraPitch.Sin()*vec.X/1024, vec.Z);
}
public WRot QuantizeOrientation(Actor self, WRot orientation)
{
// Quantization disabled
if (QuantizedFacings == 0)
return orientation;
// Map yaw to the closest facing
var facing = Util.QuantizeFacing(orientation.Yaw.Angle / 4, QuantizedFacings) * (256 / QuantizedFacings);
// Roll and pitch are always zero if yaw is quantized
return new WRot(WAngle.Zero, WAngle.Zero, WAngle.FromFacing(facing));
}
}
}