Reorganize IBodyOrientation.

This commit is contained in:
Paul Chote
2014-07-20 17:29:47 +12:00
parent 8579ae956a
commit ef2f909f65
9 changed files with 80 additions and 37 deletions

View File

@@ -8,56 +8,76 @@
*/
#endregion
using System;
namespace OpenRA.Traits
{
public class BodyOrientationInfo : ITraitInfo, IBodyOrientationInfo
{
[Desc("Number of facings for gameplay calculations. -1 indiciates auto-detection from sequence")]
[Desc("Number of facings for gameplay calculations. -1 indicates auto-detection from another trait")]
public readonly int QuantizedFacings = -1;
[Desc("Camera pitch for rotation calculations")]
public readonly WAngle CameraPitch = WAngle.FromDegrees(40);
public WVec LocalToWorld(WVec vec)
{
// RA's 2d perspective doesn't correspond to an orthonormal 3D
// coordinate system, so fudge the y axis to make things look good
return new WVec(vec.Y, -CameraPitch.Sin() * vec.X / 1024, vec.Z);
}
public WRot QuantizeOrientation(WRot orientation, int facings)
{
// Quantization disabled
if (facings == 0)
return orientation;
// Map yaw to the closest facing
var facing = Util.QuantizeFacing(orientation.Yaw.Angle / 4, facings) * (256 / facings);
// Roll and pitch are always zero if yaw is quantized
return new WRot(WAngle.Zero, WAngle.Zero, WAngle.FromFacing(facing));
}
public object Create(ActorInitializer init) { return new BodyOrientation(init.self, this); }
}
public class BodyOrientation : IBodyOrientation
{
[Sync] public int QuantizedFacings { get; private set; }
BodyOrientationInfo info;
readonly BodyOrientationInfo info;
readonly Lazy<int> quantizedFacings;
[Sync] public int QuantizedFacings { get { return quantizedFacings.Value; } }
public BodyOrientation(Actor self, BodyOrientationInfo info)
{
this.info = info;
if (info.QuantizedFacings > 0)
QuantizedFacings = info.QuantizedFacings;
quantizedFacings = Exts.Lazy(() =>
{
// Override value is set
if (info.QuantizedFacings >= 0)
return info.QuantizedFacings;
var qboi = self.Info.Traits.GetOrDefault<IQuantizeBodyOrientationInfo>();
if (qboi == null)
throw new InvalidOperationException("Actor type '" + self.Info.Name + "' does not define a quantized body orientation.");
return qboi.QuantizedBodyFacings(self.World.Map.SequenceProvider, self.Info);
});
}
public WAngle CameraPitch { get { return info.CameraPitch; } }
public WVec LocalToWorld(WVec vec)
{
// RA's 2d perspective doesn't correspond to an orthonormal 3D
// coordinate system, so fudge the y axis to make things look good
return new WVec(vec.Y, -info.CameraPitch.Sin()*vec.X/1024, vec.Z);
return info.LocalToWorld(vec);
}
public WRot QuantizeOrientation(Actor self, WRot orientation)
{
// Quantization disabled
if (QuantizedFacings == 0)
return orientation;
// Map yaw to the closest facing
var facing = Util.QuantizeFacing(orientation.Yaw.Angle / 4, QuantizedFacings) * (256 / QuantizedFacings);
// Roll and pitch are always zero if yaw is quantized
return new WRot(WAngle.Zero, WAngle.Zero, WAngle.FromFacing(facing));
}
public void SetAutodetectedFacings(int facings)
{
if (info.QuantizedFacings < 0)
QuantizedFacings = facings;
return info.QuantizeOrientation(orientation, quantizedFacings.Value);
}
}
}

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@@ -227,15 +227,22 @@ namespace OpenRA.Traits
public interface IRenderShroud { void RenderShroud(WorldRenderer wr, Shroud shroud); }
public interface IPostRenderSelection { IEnumerable<IRenderable> RenderAfterWorld(WorldRenderer wr); }
public interface IBodyOrientation
{
WAngle CameraPitch { get; }
int QuantizedFacings { get; }
WVec LocalToWorld(WVec vec);
WRot QuantizeOrientation(Actor self, WRot orientation);
void SetAutodetectedFacings(int facings);
}
public interface IBodyOrientationInfo : ITraitInfo { }
public interface IBodyOrientationInfo : ITraitInfo
{
WVec LocalToWorld(WVec vec);
WRot QuantizeOrientation(WRot orientation, int facings);
}
public interface IQuantizeBodyOrientationInfo { int QuantizedBodyFacings(SequenceProvider sequenceProvider, ActorInfo ai); }
public interface ITargetableInfo
{

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@@ -14,7 +14,7 @@ using OpenRA.Traits;
namespace OpenRA.Mods.RA.Render
{
class RenderGunboatInfo : RenderSpritesInfo, Requires<IBodyOrientationInfo>
class RenderGunboatInfo : RenderSpritesInfo, IQuantizeBodyOrientationInfo, Requires<IBodyOrientationInfo>
{
[Desc("Turreted 'Turret' key to display")]
public readonly string Turret = "primary";
@@ -25,6 +25,11 @@ namespace OpenRA.Mods.RA.Render
public readonly string WakeRightSequence = "wake-right";
public override object Create(ActorInitializer init) { return new RenderGunboat(init.self, this); }
public int QuantizedBodyFacings(SequenceProvider sequenceProvider, ActorInfo ai)
{
return 2;
}
}
class RenderGunboat : RenderSprites, INotifyDamageStateChanged
@@ -54,8 +59,6 @@ namespace OpenRA.Mods.RA.Render
var rightWake = new Animation(self.World, name);
rightWake.Play(info.WakeRightSequence);
Add(info.WakeRightSequence, new AnimationWithOffset(rightWake, null, () => facing.Facing <= 128, -87));
self.Trait<IBodyOrientation>().SetAutodetectedFacings(2);
}
public void DamageStateChanged(Actor self, AttackInfo e)

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@@ -49,8 +49,6 @@ namespace OpenRA.Mods.RA.Render
this.info = info;
DefaultAnimation.PlayRepeating(NormalizeSequence(self, "idle"));
self.Trait<IBodyOrientation>().SetAutodetectedFacings(DefaultAnimation.CurrentSequence.Facings);
}
public virtual void BuildingComplete(Actor self)

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@@ -8,7 +8,9 @@
*/
#endregion
using System.Linq;
using OpenRA.Mods.RA.Effects;
using OpenRA.Graphics;
using OpenRA.Traits;
namespace OpenRA.Mods.RA.Render
@@ -25,6 +27,11 @@ namespace OpenRA.Mods.RA.Render
public readonly string[] StandAnimations = { "stand" };
public override object Create(ActorInitializer init) { return new RenderInfantry(init.self, this); }
public override int QuantizedBodyFacings(SequenceProvider sequenceProvider, ActorInfo ai)
{
return sequenceProvider.GetSequence(RenderSprites.GetImage(ai), StandAnimations.First()).Facings;
}
}
public class RenderInfantry : RenderSimple, INotifyAttack, INotifyKilled, INotifyIdle
@@ -64,8 +71,6 @@ namespace OpenRA.Mods.RA.Render
DefaultAnimation.PlayFetchIndex(NormalizeInfantrySequence(self, info.StandAnimations.Random(Game.CosmeticRandom)), () => 0);
State = AnimationState.Waiting;
move = self.Trait<IMove>();
self.Trait<IBodyOrientation>().SetAutodetectedFacings(DefaultAnimation.CurrentSequence.Facings);
}
public void Attacking(Actor self, Target target)

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@@ -15,7 +15,7 @@ using OpenRA.Traits;
namespace OpenRA.Mods.RA.Render
{
public class RenderSimpleInfo : RenderSpritesInfo, ILegacyEditorRenderInfo, Requires<IBodyOrientationInfo>
public class RenderSimpleInfo : RenderSpritesInfo, IQuantizeBodyOrientationInfo, ILegacyEditorRenderInfo, Requires<IBodyOrientationInfo>
{
public override object Create(ActorInitializer init) { return new RenderSimple(init.self); }
@@ -27,6 +27,11 @@ namespace OpenRA.Mods.RA.Render
return anim.Render(WPos.Zero, WVec.Zero, 0, pr, Scale);
}
public virtual int QuantizedBodyFacings(SequenceProvider sequenceProvider, ActorInfo ai)
{
return sequenceProvider.GetSequence(RenderSprites.GetImage(ai), "idle").Facings;
}
public string EditorPalette { get { return Palette; } }
public string EditorImage(ActorInfo actor) { return RenderSimple.GetImage(actor); }
}
@@ -46,7 +51,6 @@ namespace OpenRA.Mods.RA.Render
: this(self, MakeFacingFunc(self))
{
DefaultAnimation.PlayRepeating(NormalizeSequence(self, "idle"));
self.Trait<IBodyOrientation>().SetAutodetectedFacings(DefaultAnimation.CurrentSequence.Facings);
}
public int2 SelectionSize(Actor self) { return AutoSelectionSize(self); }

4
OpenRA.Mods.RA/Render/WithVoxelBody.cs Executable file → Normal file
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@@ -16,11 +16,13 @@ using OpenRA.Traits;
namespace OpenRA.Mods.RA.Render
{
[Desc("Also returns a default selection size that is calculated automatically from the voxel dimensions.")]
public class WithVoxelBodyInfo : ITraitInfo, Requires<RenderVoxelsInfo>
public class WithVoxelBodyInfo : ITraitInfo, IQuantizeBodyOrientationInfo, Requires<RenderVoxelsInfo>
{
public readonly string Sequence = "idle";
public object Create(ActorInitializer init) { return new WithVoxelBody(init.self, this); }
public int QuantizedBodyFacings(SequenceProvider sequenceProvider, ActorInfo ai) { return 0; }
}
public class WithVoxelBody : IAutoSelectionSize

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@@ -16,7 +16,7 @@ using OpenRA.Traits;
namespace OpenRA.Mods.RA.Render
{
public class WithVoxelUnloadBodyInfo : ITraitInfo, Requires<RenderVoxelsInfo>
public class WithVoxelUnloadBodyInfo : ITraitInfo, IQuantizeBodyOrientationInfo, Requires<RenderVoxelsInfo>
{
[Desc("Voxel sequence name to use when docked to a refinery.")]
public readonly string UnloadSequence = "unload";
@@ -25,6 +25,8 @@ namespace OpenRA.Mods.RA.Render
public readonly string IdleSequence = "idle";
public object Create(ActorInitializer init) { return new WithVoxelUnloadBody(init.self, this); }
public int QuantizedBodyFacings(SequenceProvider sequenceProvider, ActorInfo ai) { return 0; }
}
public class WithVoxelUnloadBody : IAutoSelectionSize

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@@ -15,10 +15,12 @@ using OpenRA.Traits;
namespace OpenRA.Mods.RA.Render
{
public class WithVoxelWalkerBodyInfo : ITraitInfo, Requires<RenderVoxelsInfo>, Requires<IMoveInfo>
public class WithVoxelWalkerBodyInfo : ITraitInfo, IQuantizeBodyOrientationInfo, Requires<RenderVoxelsInfo>, Requires<IMoveInfo>
{
public readonly int TickRate = 5;
public object Create(ActorInitializer init) { return new WithVoxelWalkerBody(init.self, this); }
public int QuantizedBodyFacings(SequenceProvider sequenceProvider, ActorInfo ai) { return 0; }
}
public class WithVoxelWalkerBody : IAutoSelectionSize, ITick