Add WorldRenderer.ScreenVectorComponents.
This allows the components to be returned via out parameters, avoiding the need to allocate an array for most callers.
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@@ -244,17 +244,28 @@ namespace OpenRA.Graphics
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}
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// For scaling vectors to pixel sizes in the voxel renderer
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public float[] ScreenVector(WVec vec)
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public void ScreenVectorComponents(WVec vec, out float x, out float y, out float z)
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{
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var ts = Game.ModData.Manifest.TileSize;
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return new float[] { ts.Width * vec.X / 1024f, ts.Height * vec.Y / 1024f, ts.Height * vec.Z / 1024f, 1 };
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x = ts.Width * vec.X / 1024f;
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y = ts.Height * vec.Y / 1024f;
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z = ts.Height * vec.Z / 1024f;
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}
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// For scaling vectors to pixel sizes in the voxel renderer
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public float[] ScreenVector(WVec vec)
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{
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float x, y, z;
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ScreenVectorComponents(vec, out x, out y, out z);
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return new[] { x, y, z, 1f };
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}
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public int2 ScreenPxOffset(WVec vec)
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{
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// Round to nearest pixel
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var px = ScreenVector(vec);
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return new int2((int)Math.Round(px[0]), (int)Math.Round(px[1] - px[2]));
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float x, y, z;
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ScreenVectorComponents(vec, out x, out y, out z);
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return new int2((int)Math.Round(x), (int)Math.Round(y - z));
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}
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public float ScreenZPosition(WPos pos, int offset)
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