#region Copyright & License Information /* * Copyright (c) The OpenRA Developers and Contributors * 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 OpenRA.Graphics; using OpenRA.Mods.Common.Projectiles; using OpenRA.Primitives; namespace OpenRA.Mods.Common.Graphics { public class RailgunHelixRenderable : IRenderable, IFinalizedRenderable { readonly Railgun railgun; readonly RailgunInfo info; readonly WDist helixRadius; readonly int alpha; readonly int ticks; WAngle angle; public RailgunHelixRenderable(WPos pos, int zOffset, Railgun railgun, RailgunInfo railgunInfo, int ticks) { Pos = pos; ZOffset = zOffset; this.railgun = railgun; info = railgunInfo; this.ticks = ticks; helixRadius = info.HelixRadius + new WDist(ticks * info.HelixRadiusDeltaPerTick); alpha = (railgun.HelixColor.A + ticks * info.HelixAlphaDeltaPerTick).Clamp(0, 255); angle = new WAngle(ticks * info.HelixAngleDeltaPerTick.Angle); } public WPos Pos { get; } public int ZOffset { get; } public bool IsDecoration => true; public IRenderable WithZOffset(int newOffset) { return new RailgunHelixRenderable(Pos, newOffset, railgun, info, ticks); } public IRenderable OffsetBy(in WVec vec) { return new RailgunHelixRenderable(Pos + vec, ZOffset, railgun, info, ticks); } public IRenderable AsDecoration() { return this; } public IFinalizedRenderable PrepareRender(WorldRenderer wr) { return this; } public void Render(WorldRenderer wr) { if (railgun.ForwardStep == WVec.Zero) return; var screenWidth = wr.ScreenVector(new WVec(info.HelixThickness.Length, 0, 0))[0]; // Move forward from self to target to draw helix var centerPos = Pos; var points = new float3[railgun.CycleCount * info.QuantizationCount]; for (var i = points.Length - 1; i >= 0; i--) { // Make it narrower near the end. var rad = i < info.QuantizationCount ? helixRadius / 4 : i < 2 * info.QuantizationCount ? helixRadius / 2 : helixRadius; // Note: WAngle.Sin(x) = 1024 * Math.Sin(2pi/1024 * x) var u = rad.Length * angle.Cos() * railgun.LeftVector / (1024 * 1024) + rad.Length * angle.Sin() * railgun.UpVector / (1024 * 1024); points[i] = wr.Screen3DPosition(centerPos + u); centerPos += railgun.ForwardStep; angle += railgun.AngleStep; } Game.Renderer.WorldRgbaColorRenderer.DrawLine(points, screenWidth, Color.FromArgb(alpha, railgun.HelixColor)); } public void RenderDebugGeometry(WorldRenderer wr) { } public Rectangle ScreenBounds(WorldRenderer wr) { return Rectangle.Empty; } } }