Define RectangularIsometric world coordinate scale along the cell axis.
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@@ -24,6 +24,7 @@ namespace OpenRA.Graphics
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r => ZPosition(r.Pos, r.ZOffset);
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public readonly Size TileSize;
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public readonly int TileScale;
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public readonly World World;
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public readonly Theater Theater;
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public Viewport Viewport { get; private set; }
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@@ -41,6 +42,7 @@ namespace OpenRA.Graphics
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{
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World = world;
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TileSize = World.Map.Grid.TileSize;
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TileScale = World.Map.Grid.Type == MapGridType.RectangularIsometric ? 1448 : 1024;
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Viewport = new Viewport(this, world.Map);
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createPaletteReference = CreatePaletteReference;
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@@ -216,13 +218,13 @@ namespace OpenRA.Graphics
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// Conversion between world and screen coordinates
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public float2 ScreenPosition(WPos pos)
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{
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return new float2(TileSize.Width * pos.X / 1024f, TileSize.Height * (pos.Y - pos.Z) / 1024f);
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return new float2((float)TileSize.Width * pos.X / TileScale, (float)TileSize.Height * (pos.Y - pos.Z) / TileScale);
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}
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public float3 Screen3DPosition(WPos pos)
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{
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var z = ZPosition(pos, 0) * TileSize.Height / 1024f;
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return new float3(TileSize.Width * pos.X / 1024f, TileSize.Height * (pos.Y - pos.Z) / 1024f, z);
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var z = ZPosition(pos, 0) * (float)TileSize.Height / TileScale;
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return new float3((float)TileSize.Width * pos.X / TileScale, (float)TileSize.Height * (pos.Y - pos.Z) / TileScale, z);
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}
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public int2 ScreenPxPosition(WPos pos)
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@@ -243,9 +245,9 @@ namespace OpenRA.Graphics
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public float3 ScreenVectorComponents(WVec vec)
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{
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return new float3(
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TileSize.Width * vec.X / 1024f,
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TileSize.Height * (vec.Y - vec.Z) / 1024f,
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TileSize.Height * vec.Z / 1024f);
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(float)TileSize.Width * vec.X / TileScale,
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(float)TileSize.Height * (vec.Y - vec.Z) / TileScale,
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(float)TileSize.Height * vec.Z / TileScale);
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}
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// For scaling vectors to pixel sizes in the voxel renderer
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@@ -264,7 +266,7 @@ namespace OpenRA.Graphics
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public float ScreenZPosition(WPos pos, int offset)
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{
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return ZPosition(pos, offset) * TileSize.Height / 1024f;
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return ZPosition(pos, offset) * (float)TileSize.Height / TileScale;
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}
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static int ZPosition(WPos pos, int offset)
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@@ -278,7 +280,7 @@ namespace OpenRA.Graphics
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/// </summary>
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public WPos ProjectedPosition(int2 screenPx)
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{
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return new WPos(1024 * screenPx.X / TileSize.Width, 1024 * screenPx.Y / TileSize.Height, 0);
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return new WPos(TileScale * screenPx.X / TileSize.Width, TileScale * screenPx.Y / TileSize.Height, 0);
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}
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public void Dispose()
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@@ -761,8 +761,11 @@ namespace OpenRA
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// (b) Therefore:
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// - ax + by adds (a - b) * 512 + 512 to u
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// - ax + by adds (a + b) * 512 + 512 to v
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var z = Height.Contains(cell) ? 512 * Height[cell] : 0;
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return new WPos(512 * (cell.X - cell.Y + 1), 512 * (cell.X + cell.Y + 1), z);
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// (c) u, v coordinates run diagonally to the cell axes, and we define
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// 1024 as the length projected onto the primary cell axis
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// - 512 * sqrt(2) = 724
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var z = Height.Contains(cell) ? 724 * Height[cell] : 0;
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return new WPos(724 * (cell.X - cell.Y + 1), 724 * (cell.X + cell.Y + 1), z);
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}
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public WPos CenterOfSubCell(CPos cell, SubCell subCell)
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@@ -786,15 +789,15 @@ namespace OpenRA
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return new CPos(pos.X / 1024, pos.Y / 1024);
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// Convert from world position to isometric cell position:
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// (a) Subtract (512, 512) to move the rotation center to the middle of the corner cell
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// (b) Rotate axes by -pi/4
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// (c) Divide through by sqrt(2) to bring us to an equivalent world pos aligned with u,v axes
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// (d) Apply an offset so that the integer division by 1024 rounds in the right direction:
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// (i) u is always positive, so add 512 (which then partially cancels the -1024 term from the rotation)
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// (ii) v can be negative, so we need to be careful about rounding directions. We add 512 *away from 0* (negative if y > x).
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// (e) Divide by 1024 to bring into cell coords.
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var u = (pos.Y + pos.X - 512) / 1024;
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var v = (pos.Y - pos.X + (pos.Y > pos.X ? 512 : -512)) / 1024;
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// (a) Subtract ([1/2 cell], [1/2 cell]) to move the rotation center to the middle of the corner cell
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// (b) Rotate axes by -pi/4 to align the world axes with the cell axes
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// (c) Apply an offset so that the integer division by [1 cell] rounds in the right direction:
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// (i) u is always positive, so add [1/2 cell] (which then partially cancels the -[1 cell] term from the rotation)
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// (ii) v can be negative, so we need to be careful about rounding directions. We add [1/2 cell] *away from 0* (negative if y > x).
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// (e) Divide by [1 cell] to bring into cell coords.
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// The world axes are rotated relative to the cell axes, so the standard cell size (1024) is increased by a factor of sqrt(2)
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var u = (pos.Y + pos.X - 724) / 1448;
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var v = (pos.Y - pos.X + (pos.Y > pos.X ? 724 : -724)) / 1448;
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return new CPos(u, v);
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}
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@@ -868,19 +871,19 @@ namespace OpenRA
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Bounds = Rectangle.FromLTRB(tl.U, tl.V, br.U + 1, br.V + 1);
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// Directly calculate the projected map corners in world units avoiding unnecessary
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// conversions. This abuses the definition that the width of the cell is always
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// 1024 units, and that the height of two rows is 2048 for classic cells and 1024
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// conversions. This abuses the definition that the width of the cell along the x world axis
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// is always 1024 or 1448 units, and that the height of two rows is 2048 for classic cells and 724
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// for isometric cells.
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var wtop = tl.V * 1024;
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var wbottom = (br.V + 1) * 1024;
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if (Grid.Type == MapGridType.RectangularIsometric)
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{
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wtop /= 2;
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wbottom /= 2;
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ProjectedTopLeft = new WPos(tl.U * 1448, tl.V * 724, 0);
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ProjectedBottomRight = new WPos(br.U * 1448 - 1, (br.V + 1) * 724 - 1, 0);
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}
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else
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{
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ProjectedTopLeft = new WPos(tl.U * 1024, tl.V * 1024, 0);
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ProjectedBottomRight = new WPos(br.U * 1024 - 1, (br.V + 1) * 1024 - 1, 0);
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}
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ProjectedTopLeft = new WPos(tl.U * 1024, wtop, 0);
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ProjectedBottomRight = new WPos(br.U * 1024 - 1, wbottom - 1, 0);
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ProjectedCellBounds = new ProjectedCellRegion(this, tl, br);
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}
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@@ -9,6 +9,7 @@
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*/
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#endregion
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using System;
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using System.Collections.Generic;
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using System.Drawing;
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using System.IO;
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@@ -91,21 +92,34 @@ namespace OpenRA
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else if (defaultSubCellIndex < (SubCellOffsets.Length > 1 ? 1 : 0) || defaultSubCellIndex >= SubCellOffsets.Length)
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throw new InvalidDataException("Subcell default index must be a valid index into the offset triples and must be greater than 0 for mods with subcells");
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var leftDelta = Type == MapGridType.RectangularIsometric ? new WVec(-512, 0, 0) : new WVec(-512, -512, 0);
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var topDelta = Type == MapGridType.RectangularIsometric ? new WVec(0, -512, 0) : new WVec(512, -512, 0);
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var rightDelta = Type == MapGridType.RectangularIsometric ? new WVec(512, 0, 0) : new WVec(512, 512, 0);
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var bottomDelta = Type == MapGridType.RectangularIsometric ? 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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var makeCorners = Type == MapGridType.RectangularIsometric ?
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(Func<int[], WVec[]>)IsometricCellCorners : RectangularCellCorners;
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CellCorners = cellCornerHalfHeights.Select(makeCorners).ToArray();
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TilesByDistance = CreateTilesByDistance();
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}
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static WVec[] IsometricCellCorners(int[] cornerHeight)
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{
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return new WVec[]
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{
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new WVec(-724, 0, 724 * cornerHeight[0]),
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new WVec(0, -724, 724 * cornerHeight[1]),
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new WVec(724, 0, 724 * cornerHeight[2]),
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new WVec(0, 724, 724 * cornerHeight[3])
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};
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}
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static WVec[] RectangularCellCorners(int[] cornerHeight)
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{
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return new WVec[]
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{
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new WVec(-512, -512, 512 * cornerHeight[0]),
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new WVec(512, -512, 512 * cornerHeight[1]),
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new WVec(512, 512, 512 * cornerHeight[2]),
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new WVec(-512, 512, 512 * cornerHeight[3])
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};
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}
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CVec[][] CreateTilesByDistance()
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{
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var ts = new List<CVec>[MaximumTileSearchRange + 1];
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@@ -103,15 +103,14 @@ namespace OpenRA.Mods.Cnc.Traits
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var mins = new CPos(Math.Min(start.X, end.X), Math.Min(start.Y, end.Y));
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var maxs = new CPos(Math.Max(start.X, end.X), Math.Max(start.Y, end.Y));
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/* TODO: proper endcaps, if anyone cares (which won't happen unless depth is large) */
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// TODO: proper endcaps, if anyone cares (which won't happen unless depth is large)
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var p = end - start;
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var q = new float2(p.Y, -p.X);
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q = (start != end) ? (1 / q.Length) * q : new float2(1, 0);
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var c = -float2.Dot(q, new float2(start.X, start.Y));
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/* return all points such that |ax + by + c| < depth */
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// return all points such that |ax + by + c| < depth
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// HACK: This will return the wrong results for isometric cells
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for (var i = mins.X; i <= maxs.X; i++)
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for (var j = mins.Y; j <= maxs.Y; j++)
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if (Math.Abs(q.X * i + q.Y * j + c) * 1024 < depth.Length)
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@@ -107,7 +107,9 @@ namespace OpenRA.Mods.Common.Graphics
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public void Render(WorldRenderer wr)
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{
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var groundPos = voxel.pos - new WVec(0, 0, wr.World.Map.DistanceAboveTerrain(voxel.pos).Length);
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var groundZ = wr.World.Map.Grid.TileSize.Height * (groundPos.Z - voxel.pos.Z) / 1024f;
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var tileScale = wr.World.Map.Grid.Type == MapGridType.RectangularIsometric ? 1448f : 1024f;
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var groundZ = wr.World.Map.Grid.TileSize.Height * (groundPos.Z - voxel.pos.Z) / tileScale;
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var pxOrigin = wr.Screen3DPosition(voxel.pos);
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// HACK: We don't have enough texture channels to pass the depth data to the shader
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