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

@@ -16,13 +16,8 @@ using OpenRA.FileFormats;
namespace OpenRA.Traits
{
public class RenderSimpleInfo : RenderSpritesInfo, IBodyOrientationInfo
public class RenderSimpleInfo : RenderSpritesInfo, Requires<IBodyOrientationInfo>
{
[Desc("Number of facings for gameplay calculations. -1 indiciates auto-detection from sequence")]
public readonly int QuantizedFacings = -1;
[Desc("Camera pitch the sprite was rendered with. Used to determine rotation ellipses")]
public readonly WAngle CameraPitch = WAngle.FromDegrees(40);
public override object Create(ActorInitializer init) { return new RenderSimple(init.self); }
public virtual IEnumerable<IRenderable> RenderPreview(ActorInfo ai, PaletteReference pr)
@@ -34,7 +29,7 @@ namespace OpenRA.Traits
}
}
public class RenderSimple : RenderSprites, IBodyOrientation, IAutoSelectionSize
public class RenderSimple : RenderSprites, IAutoSelectionSize
{
RenderSimpleInfo Info;
@@ -49,6 +44,7 @@ namespace OpenRA.Traits
: this(self, MakeFacingFunc(self))
{
anim.PlayRepeating("idle");
self.Trait<IBodyOrientation>().QuantizedFacings = anim.CurrentSequence.Facings;
}
public int2 SelectionSize(Actor self)
@@ -74,22 +70,5 @@ namespace OpenRA.Traits
anim.PlayThen(NormalizeSequence(self, name),
() => anim.PlayRepeating(NormalizeSequence(self, "idle")));
}
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)
{
// Map yaw to the closest facing
var numDirs = Info.QuantizedFacings == -1 ? anim.CurrentSequence.Facings : Info.QuantizedFacings;
var facing = Util.QuantizeFacing(orientation.Yaw.Angle / 4, numDirs) * (256 / numDirs);
// Roll and pitch are always zero
return new WRot(WAngle.Zero, WAngle.Zero, WAngle.FromFacing(facing));
}
}
}