Fix voxel barrel rendering.
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@@ -44,20 +44,26 @@ namespace OpenRA.Mods.Common.Traits
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var turretFacing = Turreted.GetInitialTurretFacing(init, t.InitialFacing, t.Turret);
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var turretFacing = Turreted.GetInitialTurretFacing(init, t.InitialFacing, t.Turret);
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var turretOrientation = body.QuantizeOrientation(new WRot(WAngle.Zero, WAngle.Zero, WAngle.FromFacing(turretFacing) - orientation.Yaw), facings);
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var turretOrientation = body.QuantizeOrientation(new WRot(WAngle.Zero, WAngle.Zero, WAngle.FromFacing(turretFacing) - orientation.Yaw), facings);
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var turretOffset = body.LocalToWorld(t.Offset.Rotate(orientation));
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yield return new VoxelAnimation(voxel, () => turretOffset, () => new[] { turretOrientation, orientation },
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var quantizedTurret = body.QuantizeOrientation(turretOrientation, facings);
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var quantizedBody = body.QuantizeOrientation(orientation, facings);
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var barrelOffset = body.LocalToWorld((t.Offset + LocalOffset.Rotate(quantizedTurret)).Rotate(quantizedBody));
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yield return new VoxelAnimation(voxel, () => barrelOffset, () => new[] { turretOrientation, orientation },
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() => false, () => 0);
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() => false, () => 0);
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}
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}
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}
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}
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public class WithVoxelBarrel : UpgradableTrait<WithVoxelBarrelInfo>
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public class WithVoxelBarrel : UpgradableTrait<WithVoxelBarrelInfo>, INotifyBuildComplete, INotifySold, INotifyTransform
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{
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{
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readonly Actor self;
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readonly Actor self;
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readonly Armament armament;
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readonly Armament armament;
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readonly Turreted turreted;
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readonly Turreted turreted;
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readonly BodyOrientation body;
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readonly BodyOrientation body;
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// TODO: This should go away once https://github.com/OpenRA/OpenRA/issues/7035 is implemented
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bool buildComplete;
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public WithVoxelBarrel(Actor self, WithVoxelBarrelInfo info)
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public WithVoxelBarrel(Actor self, WithVoxelBarrelInfo info)
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: base(info)
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: base(info)
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{
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{
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@@ -68,21 +74,23 @@ namespace OpenRA.Mods.Common.Traits
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turreted = self.TraitsImplementing<Turreted>()
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turreted = self.TraitsImplementing<Turreted>()
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.First(tt => tt.Name == armament.Info.Turret);
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.First(tt => tt.Name == armament.Info.Turret);
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buildComplete = !self.Info.HasTraitInfo<BuildingInfo>(); // always render instantly for units
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var rv = self.Trait<RenderVoxels>();
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var rv = self.Trait<RenderVoxels>();
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rv.Add(new VoxelAnimation(VoxelProvider.GetVoxel(rv.Image, Info.Sequence),
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rv.Add(new VoxelAnimation(VoxelProvider.GetVoxel(rv.Image, Info.Sequence),
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BarrelOffset, BarrelRotation,
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BarrelOffset, BarrelRotation,
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() => IsTraitDisabled, () => 0));
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() => IsTraitDisabled || !buildComplete, () => 0));
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}
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}
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WVec BarrelOffset()
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WVec BarrelOffset()
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{
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{
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var localOffset = Info.LocalOffset + new WVec(-armament.Recoil, WDist.Zero, WDist.Zero);
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var localOffset = Info.LocalOffset + new WVec(-armament.Recoil, WDist.Zero, WDist.Zero);
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var turretOffset = turreted != null ? turreted.Position(self) : WVec.Zero;
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var turretLocalOffset = turreted != null ? turreted.Offset : WVec.Zero;
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var turretOrientation = turreted != null ? turreted.LocalOrientation(self) : WRot.Zero;
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var turretOrientation = turreted != null ? turreted.LocalOrientation(self) : WRot.Zero;
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var quantizedBody = body.QuantizeOrientation(self, self.Orientation);
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var quantizedBody = body.QuantizeOrientation(self, self.Orientation);
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var quantizedTurret = body.QuantizeOrientation(self, turretOrientation);
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var quantizedTurret = body.QuantizeOrientation(self, turretOrientation);
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return turretOffset + body.LocalToWorld(localOffset.Rotate(quantizedTurret).Rotate(quantizedBody));
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return body.LocalToWorld((turretLocalOffset + localOffset.Rotate(quantizedTurret)).Rotate(quantizedBody));
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}
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}
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IEnumerable<WRot> BarrelRotation()
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IEnumerable<WRot> BarrelRotation()
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@@ -92,5 +100,12 @@ namespace OpenRA.Mods.Common.Traits
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yield return turreted.LocalOrientation(self) + WRot.FromYaw(b.Yaw - qb.Yaw);
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yield return turreted.LocalOrientation(self) + WRot.FromYaw(b.Yaw - qb.Yaw);
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yield return qb;
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yield return qb;
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}
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}
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void INotifyBuildComplete.BuildingComplete(Actor self) { buildComplete = true; }
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void INotifySold.Selling(Actor self) { buildComplete = false; }
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void INotifySold.Sold(Actor self) { }
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void INotifyTransform.BeforeTransform(Actor self) { buildComplete = false; }
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void INotifyTransform.OnTransform(Actor self) { }
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void INotifyTransform.AfterTransform(Actor toActor) { }
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}
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}
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}
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}
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