Add Int32Matrix4x4 struct.

This allows matrices to be represented as a value type, and additionally allows avoiding array allocations when calculating rotations.
This commit is contained in:
RoosterDragon
2018-03-17 16:44:41 +00:00
committed by abcdefg30
parent 5bd5a384b7
commit e17ede34ef
6 changed files with 148 additions and 52 deletions

View File

@@ -17,8 +17,8 @@ namespace OpenRA.Mods.Common.Graphics
public struct RangeCircleRenderable : IRenderable, IFinalizedRenderable
{
const int RangeCircleSegments = 32;
static readonly int[][] RangeCircleStartRotations = Exts.MakeArray(RangeCircleSegments, i => WRot.FromFacing(8 * i).AsMatrix());
static readonly int[][] RangeCircleEndRotations = Exts.MakeArray(RangeCircleSegments, i => WRot.FromFacing(8 * i + 6).AsMatrix());
static readonly Int32Matrix4x4[] RangeCircleStartRotations = Exts.MakeArray(RangeCircleSegments, i => WRot.FromFacing(8 * i).AsMatrix());
static readonly Int32Matrix4x4[] RangeCircleEndRotations = Exts.MakeArray(RangeCircleSegments, i => WRot.FromFacing(8 * i + 6).AsMatrix());
readonly WPos centerPosition;
readonly WDist radius;
@@ -58,8 +58,8 @@ namespace OpenRA.Mods.Common.Graphics
var offset = new WVec(radius.Length, 0, 0);
for (var i = 0; i < RangeCircleSegments; i++)
{
var a = wr.Screen3DPosition(centerPosition + offset.Rotate(RangeCircleStartRotations[i]));
var b = wr.Screen3DPosition(centerPosition + offset.Rotate(RangeCircleEndRotations[i]));
var a = wr.Screen3DPosition(centerPosition + offset.Rotate(ref RangeCircleStartRotations[i]));
var b = wr.Screen3DPosition(centerPosition + offset.Rotate(ref RangeCircleEndRotations[i]));
if (contrastWidth > 0)
wcr.DrawLine(a, b, contrastWidth / wr.Viewport.Zoom, contrastColor);