#region Copyright & License Information /* * Copyright 2007-2020 The OpenRA Developers (see AUTHORS) * This file is part of OpenRA, which is free software. It is made * available to you under the terms of the GNU General Public License * as published by the Free Software Foundation, either version 3 of * the License, or (at your option) any later version. For more * information, see COPYING. */ #endregion using System; using System.Collections.Generic; using System.Linq; using OpenRA.Graphics; using OpenRA.Mods.Common.Graphics; using OpenRA.Primitives; namespace OpenRA.Mods.Common.HitShapes { public class RectangleShape : IHitShape { public WDist OuterRadius { get; private set; } [FieldLoader.Require] public readonly int2 TopLeft; [FieldLoader.Require] public readonly int2 BottomRight; [Desc("Defines the top offset relative to the actor's center.")] public readonly int VerticalTopOffset = 0; [Desc("Defines the bottom offset relative to the actor's center.")] public readonly int VerticalBottomOffset = 0; [Desc("Rotates shape by an angle relative to actor facing. Mostly required for buildings on isometric terrain.", "Mobile actors do NOT need this!")] public readonly WAngle LocalYaw = WAngle.Zero; int2 quadrantSize; int2 center; WVec[] combatOverlayVertsTop; WVec[] combatOverlayVertsBottom; WVec[] combatOverlayVertsSide1; WVec[] combatOverlayVertsSide2; public RectangleShape() { } public RectangleShape(int2 tl, int2 br) { TopLeft = tl; BottomRight = br; } public void Initialize() { if (TopLeft.X >= BottomRight.X || TopLeft.Y >= BottomRight.Y) throw new YamlException("TopLeft and BottomRight points are invalid."); if (VerticalTopOffset < VerticalBottomOffset) throw new YamlException("VerticalTopOffset must be equal to or higher than VerticalBottomOffset."); quadrantSize = (BottomRight - TopLeft) / 2; center = TopLeft + quadrantSize; var topRight = new int2(BottomRight.X, TopLeft.Y); var bottomLeft = new int2(TopLeft.X, BottomRight.Y); var corners = new[] { TopLeft, BottomRight, topRight, bottomLeft }; OuterRadius = new WDist(corners.Select(x => x.Length).Max()); combatOverlayVertsTop = new WVec[] { new WVec(TopLeft.X, TopLeft.Y, VerticalTopOffset), new WVec(BottomRight.X, TopLeft.Y, VerticalTopOffset), new WVec(BottomRight.X, BottomRight.Y, VerticalTopOffset), new WVec(TopLeft.X, BottomRight.Y, VerticalTopOffset), }; combatOverlayVertsBottom = new WVec[] { new WVec(TopLeft.X, TopLeft.Y, VerticalBottomOffset), new WVec(BottomRight.X, TopLeft.Y, VerticalBottomOffset), new WVec(BottomRight.X, BottomRight.Y, VerticalBottomOffset), new WVec(TopLeft.X, BottomRight.Y, VerticalBottomOffset), }; combatOverlayVertsSide1 = new WVec[] { new WVec(TopLeft.X, TopLeft.Y, VerticalBottomOffset), new WVec(TopLeft.X, TopLeft.Y, VerticalTopOffset), new WVec(TopLeft.X, BottomRight.Y, VerticalTopOffset), new WVec(TopLeft.X, BottomRight.Y, VerticalBottomOffset), }; combatOverlayVertsSide2 = new WVec[] { new WVec(BottomRight.X, TopLeft.Y, VerticalBottomOffset), new WVec(BottomRight.X, TopLeft.Y, VerticalTopOffset), new WVec(BottomRight.X, BottomRight.Y, VerticalTopOffset), new WVec(BottomRight.X, BottomRight.Y, VerticalBottomOffset), }; } public WDist DistanceFromEdge(WVec v) { var r = new WVec( Math.Max(Math.Abs(v.X - center.X) - quadrantSize.X, 0), Math.Max(Math.Abs(v.Y - center.Y) - quadrantSize.Y, 0), 0); return new WDist(r.HorizontalLength); } public WDist DistanceFromEdge(WPos pos, WPos origin, WRot orientation) { orientation += WRot.FromYaw(LocalYaw); if (pos.Z > origin.Z + VerticalTopOffset) return DistanceFromEdge((pos - (origin + new WVec(0, 0, VerticalTopOffset))).Rotate(-orientation)); if (pos.Z < origin.Z + VerticalBottomOffset) return DistanceFromEdge((pos - (origin + new WVec(0, 0, VerticalBottomOffset))).Rotate(-orientation)); return DistanceFromEdge((pos - new WPos(origin.X, origin.Y, pos.Z)).Rotate(-orientation)); } IEnumerable IHitShape.RenderDebugOverlay(WorldRenderer wr, WPos origin, WRot orientation) { orientation += WRot.FromYaw(LocalYaw); var vertsTop = combatOverlayVertsTop.Select(v => origin + v.Rotate(orientation)).ToArray(); var vertsBottom = combatOverlayVertsBottom.Select(v => origin + v.Rotate(orientation)).ToArray(); var side1 = combatOverlayVertsSide1.Select(v => origin + v.Rotate(orientation)).ToArray(); var side2 = combatOverlayVertsSide2.Select(v => origin + v.Rotate(orientation)).ToArray(); yield return new PolygonAnnotationRenderable(vertsTop, origin, 1, Color.Yellow); yield return new PolygonAnnotationRenderable(vertsBottom, origin, 1, Color.Yellow); yield return new PolygonAnnotationRenderable(side1, origin, 1, Color.Yellow); yield return new PolygonAnnotationRenderable(side2, origin, 1, Color.Yellow); yield return new CircleAnnotationRenderable(origin, OuterRadius, 1, Color.LimeGreen); } } }