#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.Traits; namespace OpenRA.Mods.Common.Traits.Render { public class WithVoxelBarrelInfo : ConditionalTraitInfo, IRenderActorPreviewVoxelsInfo, Requires, Requires, Requires { [Desc("Voxel sequence name to use")] public readonly string Sequence = "barrel"; [Desc("Armament to use for recoil")] public readonly string Armament = "primary"; [Desc("Visual offset")] public readonly WVec LocalOffset = WVec.Zero; [Desc("Rotate the barrel relative to the body")] public readonly WRot LocalOrientation = WRot.None; [Desc("Defines if the Voxel should have a shadow.")] public readonly bool ShowShadow = true; public override object Create(ActorInitializer init) { return new WithVoxelBarrel(init.Self, this); } public IEnumerable RenderPreviewVoxels( ActorPreviewInitializer init, RenderVoxelsInfo rv, string image, Func orientation, int facings, PaletteReference p) { if (!EnabledByDefault) yield break; var body = init.Actor.TraitInfo(); var armament = init.Actor.TraitInfos() .First(a => a.Name == Armament); var t = init.Actor.TraitInfos() .First(tt => tt.Turret == armament.Turret); var model = init.World.ModelCache.GetModelSequence(image, Sequence); var turretOrientation = t.PreviewOrientation(init, orientation, facings); Func barrelOffset = () => body.LocalToWorld(t.Offset + LocalOffset.Rotate(turretOrientation())); Func barrelOrientation = () => LocalOrientation.Rotate(turretOrientation()); yield return new ModelAnimation(model, barrelOffset, barrelOrientation, () => false, () => 0, ShowShadow); } } public class WithVoxelBarrel : ConditionalTrait { readonly Actor self; readonly Armament armament; readonly Turreted turreted; readonly BodyOrientation body; public WithVoxelBarrel(Actor self, WithVoxelBarrelInfo info) : base(info) { this.self = self; body = self.Trait(); armament = self.TraitsImplementing() .First(a => a.Info.Name == Info.Armament); turreted = self.TraitsImplementing() .First(tt => tt.Name == armament.Info.Turret); var rv = self.Trait(); rv.Add(new ModelAnimation(self.World.ModelCache.GetModelSequence(rv.Image, Info.Sequence), BarrelOffset, BarrelRotation, () => IsTraitDisabled, () => 0, info.ShowShadow)); } WVec BarrelOffset() { // Barrel offset in turret coordinates var localOffset = Info.LocalOffset + new WVec(-armament.Recoil, WDist.Zero, WDist.Zero); // Turret coordinates to body coordinates var bodyOrientation = body.QuantizeOrientation(self, self.Orientation); localOffset = localOffset.Rotate(turreted.WorldOrientation) + turreted.Offset.Rotate(bodyOrientation); // Body coordinates to world coordinates return body.LocalToWorld(localOffset); } WRot BarrelRotation() { return Info.LocalOrientation.Rotate(turreted.WorldOrientation); } } }