Fix a collection of whitespace-style issues in Mods.Common.

This commit is contained in:
Paul Chote
2014-12-14 17:04:37 +13:00
parent 299a933dac
commit ecd3809bc2
51 changed files with 142 additions and 149 deletions

View File

@@ -87,7 +87,7 @@ namespace OpenRA.Mods.Common.Graphics
public IRenderable AsDecoration() { return this; }
// This will need generalizing once we support TS/RA2 terrain
static readonly float[] groundNormal = new float[] {0,0,1,1};
static readonly float[] groundNormal = new float[] { 0, 0, 1, 1 };
public void BeforeRender(WorldRenderer wr)
{
var draw = voxels.Where(v => v.DisableFunc == null || !v.DisableFunc());
@@ -107,7 +107,7 @@ namespace OpenRA.Mods.Common.Graphics
var groundZ = ts.Height * (groundPos.Z - pos.Z) / 1024f;
var pxOrigin = wr.ScreenPosition(pos);
var shadowOrigin = pxOrigin - groundZ*(new float2(renderProxy.ShadowDirection, 1));
var shadowOrigin = pxOrigin - groundZ * (new float2(renderProxy.ShadowDirection, 1));
var psb = renderProxy.ProjectedShadowBounds;
var sa = shadowOrigin + psb[0];
@@ -115,17 +115,17 @@ namespace OpenRA.Mods.Common.Graphics
var sc = shadowOrigin + psb[1];
var sd = shadowOrigin + psb[3];
Game.Renderer.WorldRgbaSpriteRenderer.DrawSprite(renderProxy.ShadowSprite, sa, sb, sc, sd);
Game.Renderer.WorldRgbaSpriteRenderer.DrawSprite(renderProxy.Sprite, pxOrigin - 0.5f*renderProxy.Sprite.size);
Game.Renderer.WorldRgbaSpriteRenderer.DrawSprite(renderProxy.Sprite, pxOrigin - 0.5f * renderProxy.Sprite.size);
}
public void RenderDebugGeometry(WorldRenderer wr)
{
var pxOrigin = wr.ScreenPosition(pos);
var groundZ = 0.5f*(pxOrigin.Y - wr.ScreenZPosition(pos, 0));
var shadowOrigin = pxOrigin - groundZ*(new float2(renderProxy.ShadowDirection, 1));
var groundZ = 0.5f * (pxOrigin.Y - wr.ScreenZPosition(pos, 0));
var shadowOrigin = pxOrigin - groundZ * (new float2(renderProxy.ShadowDirection, 1));
// Draw sprite rect
var offset = pxOrigin + renderProxy.Sprite.offset - 0.5f*renderProxy.Sprite.size;
var offset = pxOrigin + renderProxy.Sprite.offset - 0.5f * renderProxy.Sprite.size;
Game.Renderer.WorldLineRenderer.DrawRect(offset, offset + renderProxy.Sprite.size, Color.Red);
// Draw transformed shadow sprite rect
@@ -145,7 +145,7 @@ namespace OpenRA.Mods.Common.Graphics
{
var bounds = v.Voxel.Bounds(v.FrameFunc());
var worldTransform = v.RotationFunc().Reverse().Aggregate(scaleTransform,
(x,y) => Util.MatrixMultiply(x, Util.MakeFloatMatrix(y.AsMatrix())));
(x, y) => Util.MatrixMultiply(x, Util.MakeFloatMatrix(y.AsMatrix())));
var pxOffset = wr.ScreenVector(v.OffsetFunc());
var pxPos = pxOrigin + new float2(pxOffset[0], pxOffset[1]);
@@ -154,15 +154,15 @@ namespace OpenRA.Mods.Common.Graphics
}
}
static readonly uint[] ix = new uint[] {0,0,0,0,3,3,3,3};
static readonly uint[] iy = new uint[] {1,1,4,4,1,1,4,4};
static readonly uint[] iz = new uint[] {2,5,2,5,2,5,2,5};
static readonly uint[] ix = new uint[] { 0, 0, 0, 0, 3, 3, 3, 3 };
static readonly uint[] iy = new uint[] { 1, 1, 4, 4, 1, 1, 4, 4 };
static readonly uint[] iz = new uint[] { 2, 5, 2, 5, 2, 5, 2, 5 };
static void DrawBoundsBox(float2 pxPos, float[] transform, float[] bounds, Color c)
{
var corners = new float2[8];
for (var i = 0; i < 8; i++)
{
var vec = new float[] {bounds[ix[i]], bounds[iy[i]], bounds[iz[i]], 1};
var vec = new float[] { bounds[ix[i]], bounds[iy[i]], bounds[iz[i]], 1 };
var screen = Util.MatrixVectorMultiply(transform, vec);
corners[i] = pxPos + new float2(screen[0], screen[1]);
}