Specify sprite positions as center pos + offset. Fixes #3611.
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@@ -38,20 +38,20 @@ namespace OpenRA.Graphics
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int CurrentFrame { get { return backwards ? CurrentSequence.Start + CurrentSequence.Length - frame - 1 : frame; } }
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public Sprite Image { get { return CurrentSequence.GetSprite(CurrentFrame, facingFunc()); } }
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public IEnumerable<IRenderable> Render(WPos pos, int zOffset, PaletteReference palette, float scale)
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public IEnumerable<IRenderable> Render(WPos pos, WVec offset, int zOffset, PaletteReference palette, float scale)
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{
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if (CurrentSequence.ShadowStart >= 0)
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{
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var shadow = CurrentSequence.GetShadow(CurrentFrame, facingFunc());
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yield return new SpriteRenderable(shadow, pos, CurrentSequence.ShadowZOffset + zOffset, palette, scale);
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yield return new SpriteRenderable(shadow, pos, offset, CurrentSequence.ShadowZOffset + zOffset, palette, scale);
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}
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yield return new SpriteRenderable(Image, pos, CurrentSequence.ZOffset + zOffset, palette, scale);
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yield return new SpriteRenderable(Image, pos, offset, CurrentSequence.ZOffset + zOffset, palette, scale);
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}
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public IEnumerable<IRenderable> Render(WPos pos, PaletteReference palette)
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{
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return Render(pos, 0, palette, 1f);
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return Render(pos, WVec.Zero, 0, palette, 1f);
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}
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public void Play(string sequenceName)
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@@ -37,12 +37,11 @@ namespace OpenRA.Graphics
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public IEnumerable<IRenderable> Render(Actor self, WorldRenderer wr, PaletteReference pal, float scale)
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{
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var p = self.CenterPosition;
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if (OffsetFunc != null)
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p += OffsetFunc();
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var center = self.CenterPosition;
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var offset = OffsetFunc != null ? OffsetFunc() : WVec.Zero;
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var z = (ZOffset != null) ? ZOffset(p) : 0;
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return Animation.Render(p, z, pal, scale);
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var z = (ZOffset != null) ? ZOffset(center + offset) : 0;
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return Animation.Render(center, offset, z, pal, scale);
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}
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public static implicit operator AnimationWithOffset(Animation a)
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@@ -52,42 +52,52 @@ namespace OpenRA.Graphics
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readonly Sprite sprite;
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readonly WPos pos;
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readonly WVec offset;
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readonly int zOffset;
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readonly PaletteReference palette;
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readonly float scale;
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public SpriteRenderable(Sprite sprite, WPos pos, int zOffset, PaletteReference palette, float scale)
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public SpriteRenderable(Sprite sprite, WPos pos, WVec offset, int zOffset, PaletteReference palette, float scale)
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{
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this.sprite = sprite;
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this.pos = pos;
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this.offset = offset;
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this.zOffset = zOffset;
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this.palette = palette;
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this.scale = scale;
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}
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public SpriteRenderable(Sprite sprite, WPos pos, int zOffset, PaletteReference palette, float scale)
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: this(sprite, pos, WVec.Zero, zOffset, palette, scale) { }
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// Provided for legacy support only - Don't use for new things!
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public SpriteRenderable(Sprite sprite, float2 pos, PaletteReference palette, int z)
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: this(sprite, new PPos((int)pos.X, (int)pos.Y).ToWPos(0), z, palette, 1f) { }
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public WPos Pos { get { return pos; } }
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public WPos Pos { get { return pos + offset; } }
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public float Scale { get { return scale; } }
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public PaletteReference Palette { get { return palette; } }
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public int ZOffset { get { return zOffset; } }
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public IRenderable WithScale(float newScale) { return new SpriteRenderable(sprite, pos, zOffset, palette, newScale); }
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public IRenderable WithPalette(PaletteReference newPalette) { return new SpriteRenderable(sprite, pos, zOffset, newPalette, scale); }
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public IRenderable WithZOffset(int newOffset) { return new SpriteRenderable(sprite, pos, newOffset, palette, scale); }
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public IRenderable WithPos(WPos pos) { return new SpriteRenderable(sprite, pos, zOffset, palette, scale); }
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public IRenderable WithScale(float newScale) { return new SpriteRenderable(sprite, pos, offset, zOffset, palette, newScale); }
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public IRenderable WithPalette(PaletteReference newPalette) { return new SpriteRenderable(sprite, pos, offset, zOffset, newPalette, scale); }
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public IRenderable WithZOffset(int newOffset) { return new SpriteRenderable(sprite, pos, offset, newOffset, palette, scale); }
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public IRenderable WithPos(WPos pos) { return new SpriteRenderable(sprite, pos, offset, zOffset, palette, scale); }
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float2 ScreenPosition(WorldRenderer wr)
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{
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return wr.ScreenPxPosition(pos) + wr.ScreenPxOffset(offset) - (0.5f*scale*sprite.size).ToInt2();
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}
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public void BeforeRender(WorldRenderer wr) {}
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public void Render(WorldRenderer wr)
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{
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sprite.DrawAt(wr.ScreenPxPosition(pos) - (0.5f*scale*sprite.size).ToInt2(), palette, scale);
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sprite.DrawAt(ScreenPosition(wr), palette, scale);
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}
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public void RenderDebugGeometry(WorldRenderer wr)
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{
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var offset = wr.ScreenPxPosition(pos) - 0.5f*scale*sprite.size + sprite.offset;
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var offset = ScreenPosition(wr) + sprite.offset;
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Game.Renderer.WorldLineRenderer.DrawRect(offset, offset + sprite.size, Color.Red);
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}
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}
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@@ -245,6 +245,13 @@ namespace OpenRA.Graphics
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return new float[] {c*vec.X, c*vec.Y, c*vec.Z, 1};
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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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}
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public float ScreenZPosition(WPos pos, int zOffset) { return (pos.Y + pos.Z + zOffset)*Game.CellSize/1024f; }
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}
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}
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@@ -76,7 +76,7 @@ namespace OpenRA.Mods.RA.Effects
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yield return c.WithPos(pos);
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}
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foreach (var r in paraAnim.Render(pos + parachuteOffset, 1, rc.First().Palette, 1f))
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foreach (var r in paraAnim.Render(pos, parachuteOffset, 1, rc.First().Palette, 1f))
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yield return r;
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}
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}
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