Separate IBodyOrientation from render traits.
This commit is contained in:
58
OpenRA.Game/Traits/BodyOrientation.cs
Executable file
58
OpenRA.Game/Traits/BodyOrientation.cs
Executable file
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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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