Reorganize IBodyOrientation.
This commit is contained in:
@@ -8,56 +8,76 @@
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*/
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#endregion
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using System;
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namespace OpenRA.Traits
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{
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public class BodyOrientationInfo : ITraitInfo, IBodyOrientationInfo
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{
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[Desc("Number of facings for gameplay calculations. -1 indiciates auto-detection from sequence")]
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[Desc("Number of facings for gameplay calculations. -1 indicates auto-detection from another trait")]
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public readonly int QuantizedFacings = -1;
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[Desc("Camera pitch for rotation calculations")]
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public readonly WAngle CameraPitch = WAngle.FromDegrees(40);
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public WVec LocalToWorld(WVec vec)
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{
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// RA's 2d perspective doesn't correspond to an orthonormal 3D
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// coordinate system, so fudge the y axis to make things look good
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return new WVec(vec.Y, -CameraPitch.Sin() * vec.X / 1024, vec.Z);
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}
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public WRot QuantizeOrientation(WRot orientation, int facings)
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{
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// Quantization disabled
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if (facings == 0)
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return orientation;
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// Map yaw to the closest facing
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var facing = Util.QuantizeFacing(orientation.Yaw.Angle / 4, facings) * (256 / facings);
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// Roll and pitch are always zero if yaw is quantized
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return new WRot(WAngle.Zero, WAngle.Zero, WAngle.FromFacing(facing));
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}
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public object Create(ActorInitializer init) { return new BodyOrientation(init.self, this); }
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}
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public class BodyOrientation : IBodyOrientation
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{
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[Sync] public int QuantizedFacings { get; private set; }
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BodyOrientationInfo info;
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readonly BodyOrientationInfo info;
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readonly Lazy<int> quantizedFacings;
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[Sync] public int QuantizedFacings { get { return quantizedFacings.Value; } }
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public BodyOrientation(Actor self, BodyOrientationInfo info)
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{
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this.info = info;
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if (info.QuantizedFacings > 0)
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QuantizedFacings = info.QuantizedFacings;
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quantizedFacings = Exts.Lazy(() =>
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{
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// Override value is set
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if (info.QuantizedFacings >= 0)
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return info.QuantizedFacings;
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var qboi = self.Info.Traits.GetOrDefault<IQuantizeBodyOrientationInfo>();
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if (qboi == null)
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throw new InvalidOperationException("Actor type '" + self.Info.Name + "' does not define a quantized body orientation.");
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return qboi.QuantizedBodyFacings(self.World.Map.SequenceProvider, self.Info);
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});
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}
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public WAngle CameraPitch { get { return info.CameraPitch; } }
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public WVec LocalToWorld(WVec vec)
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{
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// RA's 2d perspective doesn't correspond to an orthonormal 3D
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// coordinate system, so fudge the y axis to make things look good
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return new WVec(vec.Y, -info.CameraPitch.Sin()*vec.X/1024, vec.Z);
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return info.LocalToWorld(vec);
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}
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public WRot QuantizeOrientation(Actor self, WRot orientation)
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{
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// Quantization disabled
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if (QuantizedFacings == 0)
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return orientation;
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// Map yaw to the closest facing
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var facing = Util.QuantizeFacing(orientation.Yaw.Angle / 4, QuantizedFacings) * (256 / QuantizedFacings);
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// Roll and pitch are always zero if yaw is quantized
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return new WRot(WAngle.Zero, WAngle.Zero, WAngle.FromFacing(facing));
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}
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public void SetAutodetectedFacings(int facings)
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{
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if (info.QuantizedFacings < 0)
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QuantizedFacings = facings;
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return info.QuantizeOrientation(orientation, quantizedFacings.Value);
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}
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}
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}
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@@ -227,15 +227,22 @@ namespace OpenRA.Traits
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public interface IRenderShroud { void RenderShroud(WorldRenderer wr, Shroud shroud); }
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public interface IPostRenderSelection { IEnumerable<IRenderable> RenderAfterWorld(WorldRenderer wr); }
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public interface IBodyOrientation
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{
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WAngle CameraPitch { get; }
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int QuantizedFacings { get; }
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WVec LocalToWorld(WVec vec);
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WRot QuantizeOrientation(Actor self, WRot orientation);
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void SetAutodetectedFacings(int facings);
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}
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public interface IBodyOrientationInfo : ITraitInfo { }
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public interface IBodyOrientationInfo : ITraitInfo
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{
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WVec LocalToWorld(WVec vec);
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WRot QuantizeOrientation(WRot orientation, int facings);
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}
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public interface IQuantizeBodyOrientationInfo { int QuantizedBodyFacings(SequenceProvider sequenceProvider, ActorInfo ai); }
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public interface ITargetableInfo
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{
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@@ -14,7 +14,7 @@ using OpenRA.Traits;
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namespace OpenRA.Mods.RA.Render
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{
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class RenderGunboatInfo : RenderSpritesInfo, Requires<IBodyOrientationInfo>
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class RenderGunboatInfo : RenderSpritesInfo, IQuantizeBodyOrientationInfo, Requires<IBodyOrientationInfo>
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{
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[Desc("Turreted 'Turret' key to display")]
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public readonly string Turret = "primary";
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@@ -25,6 +25,11 @@ namespace OpenRA.Mods.RA.Render
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public readonly string WakeRightSequence = "wake-right";
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public override object Create(ActorInitializer init) { return new RenderGunboat(init.self, this); }
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public int QuantizedBodyFacings(SequenceProvider sequenceProvider, ActorInfo ai)
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{
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return 2;
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}
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}
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class RenderGunboat : RenderSprites, INotifyDamageStateChanged
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@@ -54,8 +59,6 @@ namespace OpenRA.Mods.RA.Render
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var rightWake = new Animation(self.World, name);
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rightWake.Play(info.WakeRightSequence);
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Add(info.WakeRightSequence, new AnimationWithOffset(rightWake, null, () => facing.Facing <= 128, -87));
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self.Trait<IBodyOrientation>().SetAutodetectedFacings(2);
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}
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public void DamageStateChanged(Actor self, AttackInfo e)
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@@ -49,8 +49,6 @@ namespace OpenRA.Mods.RA.Render
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this.info = info;
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DefaultAnimation.PlayRepeating(NormalizeSequence(self, "idle"));
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self.Trait<IBodyOrientation>().SetAutodetectedFacings(DefaultAnimation.CurrentSequence.Facings);
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}
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public virtual void BuildingComplete(Actor self)
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@@ -8,7 +8,9 @@
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*/
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#endregion
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using System.Linq;
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using OpenRA.Mods.RA.Effects;
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using OpenRA.Graphics;
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using OpenRA.Traits;
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namespace OpenRA.Mods.RA.Render
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@@ -25,6 +27,11 @@ namespace OpenRA.Mods.RA.Render
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public readonly string[] StandAnimations = { "stand" };
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public override object Create(ActorInitializer init) { return new RenderInfantry(init.self, this); }
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public override int QuantizedBodyFacings(SequenceProvider sequenceProvider, ActorInfo ai)
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{
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return sequenceProvider.GetSequence(RenderSprites.GetImage(ai), StandAnimations.First()).Facings;
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}
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}
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public class RenderInfantry : RenderSimple, INotifyAttack, INotifyKilled, INotifyIdle
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@@ -64,8 +71,6 @@ namespace OpenRA.Mods.RA.Render
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DefaultAnimation.PlayFetchIndex(NormalizeInfantrySequence(self, info.StandAnimations.Random(Game.CosmeticRandom)), () => 0);
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State = AnimationState.Waiting;
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move = self.Trait<IMove>();
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self.Trait<IBodyOrientation>().SetAutodetectedFacings(DefaultAnimation.CurrentSequence.Facings);
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}
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public void Attacking(Actor self, Target target)
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@@ -15,7 +15,7 @@ using OpenRA.Traits;
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namespace OpenRA.Mods.RA.Render
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{
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public class RenderSimpleInfo : RenderSpritesInfo, ILegacyEditorRenderInfo, Requires<IBodyOrientationInfo>
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public class RenderSimpleInfo : RenderSpritesInfo, IQuantizeBodyOrientationInfo, ILegacyEditorRenderInfo, Requires<IBodyOrientationInfo>
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{
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public override object Create(ActorInitializer init) { return new RenderSimple(init.self); }
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@@ -27,6 +27,11 @@ namespace OpenRA.Mods.RA.Render
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return anim.Render(WPos.Zero, WVec.Zero, 0, pr, Scale);
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}
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public virtual int QuantizedBodyFacings(SequenceProvider sequenceProvider, ActorInfo ai)
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{
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return sequenceProvider.GetSequence(RenderSprites.GetImage(ai), "idle").Facings;
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}
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public string EditorPalette { get { return Palette; } }
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public string EditorImage(ActorInfo actor) { return RenderSimple.GetImage(actor); }
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}
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@@ -46,7 +51,6 @@ namespace OpenRA.Mods.RA.Render
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: this(self, MakeFacingFunc(self))
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{
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DefaultAnimation.PlayRepeating(NormalizeSequence(self, "idle"));
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self.Trait<IBodyOrientation>().SetAutodetectedFacings(DefaultAnimation.CurrentSequence.Facings);
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}
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public int2 SelectionSize(Actor self) { return AutoSelectionSize(self); }
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4
OpenRA.Mods.RA/Render/WithVoxelBody.cs
Executable file → Normal file
4
OpenRA.Mods.RA/Render/WithVoxelBody.cs
Executable file → Normal file
@@ -16,11 +16,13 @@ using OpenRA.Traits;
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namespace OpenRA.Mods.RA.Render
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{
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[Desc("Also returns a default selection size that is calculated automatically from the voxel dimensions.")]
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public class WithVoxelBodyInfo : ITraitInfo, Requires<RenderVoxelsInfo>
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public class WithVoxelBodyInfo : ITraitInfo, IQuantizeBodyOrientationInfo, Requires<RenderVoxelsInfo>
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{
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public readonly string Sequence = "idle";
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public object Create(ActorInitializer init) { return new WithVoxelBody(init.self, this); }
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public int QuantizedBodyFacings(SequenceProvider sequenceProvider, ActorInfo ai) { return 0; }
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}
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public class WithVoxelBody : IAutoSelectionSize
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@@ -16,7 +16,7 @@ using OpenRA.Traits;
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namespace OpenRA.Mods.RA.Render
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{
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public class WithVoxelUnloadBodyInfo : ITraitInfo, Requires<RenderVoxelsInfo>
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public class WithVoxelUnloadBodyInfo : ITraitInfo, IQuantizeBodyOrientationInfo, Requires<RenderVoxelsInfo>
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{
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[Desc("Voxel sequence name to use when docked to a refinery.")]
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public readonly string UnloadSequence = "unload";
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@@ -25,6 +25,8 @@ namespace OpenRA.Mods.RA.Render
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public readonly string IdleSequence = "idle";
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public object Create(ActorInitializer init) { return new WithVoxelUnloadBody(init.self, this); }
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public int QuantizedBodyFacings(SequenceProvider sequenceProvider, ActorInfo ai) { return 0; }
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}
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public class WithVoxelUnloadBody : IAutoSelectionSize
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@@ -15,10 +15,12 @@ using OpenRA.Traits;
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namespace OpenRA.Mods.RA.Render
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{
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public class WithVoxelWalkerBodyInfo : ITraitInfo, Requires<RenderVoxelsInfo>, Requires<IMoveInfo>
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public class WithVoxelWalkerBodyInfo : ITraitInfo, IQuantizeBodyOrientationInfo, Requires<RenderVoxelsInfo>, Requires<IMoveInfo>
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{
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public readonly int TickRate = 5;
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public object Create(ActorInitializer init) { return new WithVoxelWalkerBody(init.self, this); }
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public int QuantizedBodyFacings(SequenceProvider sequenceProvider, ActorInfo ai) { return 0; }
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}
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public class WithVoxelWalkerBody : IAutoSelectionSize, ITick
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