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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@@ -151,8 +151,9 @@ namespace OpenRA.Mods.Common.Graphics
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var worldTransform = v.RotationFunc().Reverse().Aggregate(scaleTransform,
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(x, y) => Util.MatrixMultiply(x, Util.MakeFloatMatrix(y.AsMatrix())));
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var pxOffset = wr.ScreenVector(v.OffsetFunc());
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var pxPos = pxOrigin + new float2(pxOffset[0], pxOffset[1]);
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float sx, sy, sz;
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wr.ScreenVectorComponents(v.OffsetFunc(), out sx, out sy, out sz);
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var pxPos = pxOrigin + new float2(sx, sy);
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var screenTransform = Util.MatrixMultiply(cameraTransform, worldTransform);
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DrawBoundsBox(pxPos, screenTransform, bounds, Color.Yellow);
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}
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@@ -204,8 +205,9 @@ namespace OpenRA.Mods.Common.Graphics
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var worldTransform = v.RotationFunc().Reverse().Aggregate(scaleTransform,
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(x, y) => Util.MatrixMultiply(x, Util.MakeFloatMatrix(y.AsMatrix())));
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var pxOffset = wr.ScreenVector(v.OffsetFunc());
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var pxPos = pxOrigin + new float2(pxOffset[0], pxOffset[1]);
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float sx, sy, sz;
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wr.ScreenVectorComponents(v.OffsetFunc(), out sx, out sy, out sz);
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var pxPos = pxOrigin + new float2(sx, sy);
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var screenTransform = Util.MatrixMultiply(cameraTransform, worldTransform);
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for (var i = 0; i < 8; i++)
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