Specify sprite positions as center pos + offset. Fixes #3611.

This commit is contained in:
Paul Chote
2013-08-01 21:10:33 +12:00
parent 8f5a1333d2
commit cdef41adb4
5 changed files with 34 additions and 18 deletions

View File

@@ -38,20 +38,20 @@ namespace OpenRA.Graphics
int CurrentFrame { get { return backwards ? CurrentSequence.Start + CurrentSequence.Length - frame - 1 : frame; } } int CurrentFrame { get { return backwards ? CurrentSequence.Start + CurrentSequence.Length - frame - 1 : frame; } }
public Sprite Image { get { return CurrentSequence.GetSprite(CurrentFrame, facingFunc()); } } public Sprite Image { get { return CurrentSequence.GetSprite(CurrentFrame, facingFunc()); } }
public IEnumerable<IRenderable> Render(WPos pos, int zOffset, PaletteReference palette, float scale) public IEnumerable<IRenderable> Render(WPos pos, WVec offset, int zOffset, PaletteReference palette, float scale)
{ {
if (CurrentSequence.ShadowStart >= 0) if (CurrentSequence.ShadowStart >= 0)
{ {
var shadow = CurrentSequence.GetShadow(CurrentFrame, facingFunc()); var shadow = CurrentSequence.GetShadow(CurrentFrame, facingFunc());
yield return new SpriteRenderable(shadow, pos, CurrentSequence.ShadowZOffset + zOffset, palette, scale); yield return new SpriteRenderable(shadow, pos, offset, CurrentSequence.ShadowZOffset + zOffset, palette, scale);
} }
yield return new SpriteRenderable(Image, pos, CurrentSequence.ZOffset + zOffset, palette, scale); yield return new SpriteRenderable(Image, pos, offset, CurrentSequence.ZOffset + zOffset, palette, scale);
} }
public IEnumerable<IRenderable> Render(WPos pos, PaletteReference palette) public IEnumerable<IRenderable> Render(WPos pos, PaletteReference palette)
{ {
return Render(pos, 0, palette, 1f); return Render(pos, WVec.Zero, 0, palette, 1f);
} }
public void Play(string sequenceName) public void Play(string sequenceName)

View File

@@ -37,12 +37,11 @@ namespace OpenRA.Graphics
public IEnumerable<IRenderable> Render(Actor self, WorldRenderer wr, PaletteReference pal, float scale) public IEnumerable<IRenderable> Render(Actor self, WorldRenderer wr, PaletteReference pal, float scale)
{ {
var p = self.CenterPosition; var center = self.CenterPosition;
if (OffsetFunc != null) var offset = OffsetFunc != null ? OffsetFunc() : WVec.Zero;
p += OffsetFunc();
var z = (ZOffset != null) ? ZOffset(p) : 0; var z = (ZOffset != null) ? ZOffset(center + offset) : 0;
return Animation.Render(p, z, pal, scale); return Animation.Render(center, offset, z, pal, scale);
} }
public static implicit operator AnimationWithOffset(Animation a) public static implicit operator AnimationWithOffset(Animation a)

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@@ -52,42 +52,52 @@ namespace OpenRA.Graphics
readonly Sprite sprite; readonly Sprite sprite;
readonly WPos pos; readonly WPos pos;
readonly WVec offset;
readonly int zOffset; readonly int zOffset;
readonly PaletteReference palette; readonly PaletteReference palette;
readonly float scale; readonly float scale;
public SpriteRenderable(Sprite sprite, WPos pos, int zOffset, PaletteReference palette, float scale) public SpriteRenderable(Sprite sprite, WPos pos, WVec offset, int zOffset, PaletteReference palette, float scale)
{ {
this.sprite = sprite; this.sprite = sprite;
this.pos = pos; this.pos = pos;
this.offset = offset;
this.zOffset = zOffset; this.zOffset = zOffset;
this.palette = palette; this.palette = palette;
this.scale = scale; this.scale = scale;
} }
public SpriteRenderable(Sprite sprite, WPos pos, int zOffset, PaletteReference palette, float scale)
: this(sprite, pos, WVec.Zero, zOffset, palette, scale) { }
// Provided for legacy support only - Don't use for new things! // Provided for legacy support only - Don't use for new things!
public SpriteRenderable(Sprite sprite, float2 pos, PaletteReference palette, int z) public SpriteRenderable(Sprite sprite, float2 pos, PaletteReference palette, int z)
: this(sprite, new PPos((int)pos.X, (int)pos.Y).ToWPos(0), z, palette, 1f) { } : this(sprite, new PPos((int)pos.X, (int)pos.Y).ToWPos(0), z, palette, 1f) { }
public WPos Pos { get { return pos; } } public WPos Pos { get { return pos + offset; } }
public float Scale { get { return scale; } } public float Scale { get { return scale; } }
public PaletteReference Palette { get { return palette; } } public PaletteReference Palette { get { return palette; } }
public int ZOffset { get { return zOffset; } } public int ZOffset { get { return zOffset; } }
public IRenderable WithScale(float newScale) { return new SpriteRenderable(sprite, pos, zOffset, palette, newScale); } public IRenderable WithScale(float newScale) { return new SpriteRenderable(sprite, pos, offset, zOffset, palette, newScale); }
public IRenderable WithPalette(PaletteReference newPalette) { return new SpriteRenderable(sprite, pos, zOffset, newPalette, scale); } public IRenderable WithPalette(PaletteReference newPalette) { return new SpriteRenderable(sprite, pos, offset, zOffset, newPalette, scale); }
public IRenderable WithZOffset(int newOffset) { return new SpriteRenderable(sprite, pos, newOffset, palette, scale); } public IRenderable WithZOffset(int newOffset) { return new SpriteRenderable(sprite, pos, offset, newOffset, palette, scale); }
public IRenderable WithPos(WPos pos) { return new SpriteRenderable(sprite, pos, zOffset, palette, scale); } public IRenderable WithPos(WPos pos) { return new SpriteRenderable(sprite, pos, offset, zOffset, palette, scale); }
float2 ScreenPosition(WorldRenderer wr)
{
return wr.ScreenPxPosition(pos) + wr.ScreenPxOffset(offset) - (0.5f*scale*sprite.size).ToInt2();
}
public void BeforeRender(WorldRenderer wr) {} public void BeforeRender(WorldRenderer wr) {}
public void Render(WorldRenderer wr) public void Render(WorldRenderer wr)
{ {
sprite.DrawAt(wr.ScreenPxPosition(pos) - (0.5f*scale*sprite.size).ToInt2(), palette, scale); sprite.DrawAt(ScreenPosition(wr), palette, scale);
} }
public void RenderDebugGeometry(WorldRenderer wr) public void RenderDebugGeometry(WorldRenderer wr)
{ {
var offset = wr.ScreenPxPosition(pos) - 0.5f*scale*sprite.size + sprite.offset; var offset = ScreenPosition(wr) + sprite.offset;
Game.Renderer.WorldLineRenderer.DrawRect(offset, offset + sprite.size, Color.Red); Game.Renderer.WorldLineRenderer.DrawRect(offset, offset + sprite.size, Color.Red);
} }
} }

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@@ -245,6 +245,13 @@ namespace OpenRA.Graphics
return new float[] {c*vec.X, c*vec.Y, c*vec.Z, 1}; return new float[] {c*vec.X, c*vec.Y, c*vec.Z, 1};
} }
public int2 ScreenPxOffset(WVec vec)
{
// Round to nearest pixel
var px = ScreenVector(vec);
return new int2((int)Math.Round(px[0]), (int)Math.Round(px[1] - px[2]));
}
public float ScreenZPosition(WPos pos, int zOffset) { return (pos.Y + pos.Z + zOffset)*Game.CellSize/1024f; } public float ScreenZPosition(WPos pos, int zOffset) { return (pos.Y + pos.Z + zOffset)*Game.CellSize/1024f; }
} }
} }

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@@ -76,7 +76,7 @@ namespace OpenRA.Mods.RA.Effects
yield return c.WithPos(pos); yield return c.WithPos(pos);
} }
foreach (var r in paraAnim.Render(pos + parachuteOffset, 1, rc.First().Palette, 1f)) foreach (var r in paraAnim.Render(pos, parachuteOffset, 1, rc.First().Palette, 1f))
yield return r; yield return r;
} }
} }