Move cell corner state into Map.
This commit is contained in:
@@ -125,6 +125,42 @@ namespace OpenRA
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public class Map : IMap
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{
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static readonly int[][] CellCornerHalfHeights = new int[][]
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{
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// Flat
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new[] { 0, 0, 0, 0 },
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// Slopes (two corners high)
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new[] { 0, 0, 1, 1 },
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new[] { 1, 0, 0, 1 },
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new[] { 1, 1, 0, 0 },
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new[] { 0, 1, 1, 0 },
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// Slopes (one corner high)
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new[] { 0, 0, 0, 1 },
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new[] { 1, 0, 0, 0 },
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new[] { 0, 1, 0, 0 },
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new[] { 0, 0, 1, 0 },
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// Slopes (three corners high)
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new[] { 1, 0, 1, 1 },
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new[] { 1, 1, 0, 1 },
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new[] { 1, 1, 1, 0 },
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new[] { 0, 1, 1, 1 },
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// Slopes (two corners high, one corner double high)
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new[] { 1, 0, 1, 2 },
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new[] { 2, 1, 0, 1 },
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new[] { 1, 2, 1, 0 },
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new[] { 0, 1, 2, 1 },
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// Slopes (two corners high, alternating)
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new[] { 1, 0, 1, 0 },
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new[] { 0, 1, 0, 1 },
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new[] { 1, 0, 1, 0 },
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new[] { 0, 1, 0, 1 }
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};
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public const int MaxTilesInCircleRange = 50;
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public readonly TileShape TileShape;
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TileShape IMap.TileShape
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@@ -219,6 +255,7 @@ namespace OpenRA
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public Ruleset Rules { get { return rules != null ? rules.Value : null; } }
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public SequenceProvider SequenceProvider { get { return Rules.Sequences[Tileset]; } }
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public WVec[][] CellCorners { get; private set; }
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[FieldLoader.Ignore] public CellRegion Cells;
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public static Map FromTileset(TileSet tileset)
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@@ -394,6 +431,18 @@ namespace OpenRA
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CustomTerrain = new CellLayer<byte>(this);
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foreach (var uv in Cells.MapCoords)
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CustomTerrain[uv] = byte.MaxValue;
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var leftDelta = TileShape == TileShape.Diamond ? new WVec(-512, 0, 0) : new WVec(-512, -512, 0);
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var topDelta = TileShape == TileShape.Diamond ? new WVec(0, -512, 0) : new WVec(512, -512, 0);
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var rightDelta = TileShape == TileShape.Diamond ? new WVec(512, 0, 0) : new WVec(512, 512, 0);
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var bottomDelta = TileShape == TileShape.Diamond ? new WVec(0, 512, 0) : new WVec(-512, 512, 0);
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CellCorners = CellCornerHalfHeights.Select(ramp => new WVec[]
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{
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leftDelta + new WVec(0, 0, 512 * ramp[0]),
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topDelta + new WVec(0, 0, 512 * ramp[1]),
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rightDelta + new WVec(0, 0, 512 * ramp[2]),
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bottomDelta + new WVec(0, 0, 512 * ramp[3])
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}).ToArray();
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}
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public Ruleset PreloadRules()
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@@ -25,42 +25,6 @@ namespace OpenRA.Mods.Common.Traits
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public class TerrainGeometryOverlay : IRenderOverlay
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{
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readonly int[][] vertices = new int[][]
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{
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// Flat
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new[] { 0, 0, 0, 0 },
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// Slopes (two corners high)
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new[] { 0, 0, 1, 1 },
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new[] { 1, 0, 0, 1 },
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new[] { 1, 1, 0, 0 },
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new[] { 0, 1, 1, 0 },
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// Slopes (one corner high)
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new[] { 0, 0, 0, 1 },
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new[] { 1, 0, 0, 0 },
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new[] { 0, 1, 0, 0 },
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new[] { 0, 0, 1, 0 },
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// Slopes (three corners high)
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new[] { 1, 0, 1, 1 },
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new[] { 1, 1, 0, 1 },
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new[] { 1, 1, 1, 0 },
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new[] { 0, 1, 1, 1 },
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// Slopes (two corners high, one corner double high)
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new[] { 1, 0, 1, 2 },
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new[] { 2, 1, 0, 1 },
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new[] { 1, 2, 1, 0 },
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new[] { 0, 1, 2, 1 },
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// Slopes (two corners high, alternating)
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new[] { 1, 0, 1, 0 },
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new[] { 0, 1, 0, 1 },
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new[] { 1, 0, 1, 0 },
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new[] { 0, 1, 0, 1 }
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};
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readonly Lazy<DeveloperMode> devMode;
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public TerrainGeometryOverlay(Actor self)
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@@ -73,54 +37,26 @@ namespace OpenRA.Mods.Common.Traits
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if (devMode.Value == null || !devMode.Value.ShowTerrainGeometry)
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return;
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var ts = wr.World.Map.TileShape;
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var lr = Game.Renderer.WorldLineRenderer;
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var colors = wr.World.TileSet.HeightDebugColors;
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var leftDelta = ts == TileShape.Diamond ? new WVec(-512, 0, 0) : new WVec(-512, -512, 0);
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var topDelta = ts == TileShape.Diamond ? new WVec(0, -512, 0) : new WVec(512, -512, 0);
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var rightDelta = ts == TileShape.Diamond ? new WVec(512, 0, 0) : new WVec(512, 512, 0);
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var bottomDelta = ts == TileShape.Diamond ? new WVec(0, 512, 0) : new WVec(-512, 512, 0);
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foreach (var uv in wr.Viewport.VisibleCells.MapCoords)
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{
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var lr = Game.Renderer.WorldLineRenderer;
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var pos = wr.World.Map.CenterOfCell(uv.ToCPos(wr.World.Map));
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var height = (int)wr.World.Map.MapHeight.Value[uv];
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var tile = wr.World.Map.MapTiles.Value[uv];
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var ti = wr.World.TileSet.GetTileInfo(tile);
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var ramp = ti != null ? ti.RampType : 0;
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TerrainTileInfo tileInfo = null;
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var corners = wr.World.Map.CellCorners[ramp];
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var color = corners.Select(c => colors[height + c.Z / 512]).ToArray();
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var pos = wr.World.Map.CenterOfCell(uv.ToCPos(wr.World.Map));
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var screen = corners.Select(c => wr.ScreenPxPosition(pos + c).ToFloat2()).ToArray();
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// TODO: This is a temporary workaround for our sloppy tileset definitions
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// (ra/td templates omit Clear tiles from templates)
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try
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for (var i = 0; i < 4; i++)
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{
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tileInfo = wr.World.TileSet.Templates[tile.Type][tile.Index];
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}
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catch (Exception) { }
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if (tileInfo == null)
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continue;
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var leftHeight = vertices[tileInfo.RampType][0];
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var topHeight = vertices[tileInfo.RampType][1];
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var rightHeight = vertices[tileInfo.RampType][2];
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var bottomHeight = vertices[tileInfo.RampType][3];
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var leftColor = colors[height + leftHeight];
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var topColor = colors[height + topHeight];
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var rightColor = colors[height + rightHeight];
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var bottomColor = colors[height + bottomHeight];
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var left = wr.ScreenPxPosition(pos + leftDelta + new WVec(0, 0, 512 * leftHeight)).ToFloat2();
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var top = wr.ScreenPxPosition(pos + topDelta + new WVec(0, 0, 512 * topHeight)).ToFloat2();
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var right = wr.ScreenPxPosition(pos + rightDelta + new WVec(0, 0, 512 * rightHeight)).ToFloat2();
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var bottom = wr.ScreenPxPosition(pos + bottomDelta + new WVec(0, 0, 512 * bottomHeight)).ToFloat2();
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lr.DrawLine(left, top, leftColor, topColor);
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lr.DrawLine(top, right, topColor, rightColor);
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lr.DrawLine(right, bottom, rightColor, bottomColor);
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lr.DrawLine(bottom, left, bottomColor, leftColor);
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var j = (i + 1) % 4;
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lr.DrawLine(screen[i], screen[j], color[i], color[j]);
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}
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}
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}
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}
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