Files
OpenRA/OpenRA.Mods.RA/TeslaZapRenderable.cs
2013-11-12 19:39:33 +13:00

149 lines
4.8 KiB
C#
Executable File

#region Copyright & License Information
/*
* Copyright 2007-2013 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. For more information,
* see COPYING.
*/
#endregion
using System;
using System.Collections.Generic;
using System.Linq;
using OpenRA.Graphics;
namespace OpenRA.Mods.RA
{
struct TeslaZapRenderable : IRenderable
{
static int[][] steps = new[]
{
new int[] { 8, 8, 4, 4, 0 },
new int[] { -8, -8, -4, -4, 0 },
new int[] { 8, 0, 4, 4, 1 },
new int[] { -8, 0, -4, 4, 1 },
new int[] { 0, 8, 4, 4, 2 },
new int[] { 0, -8, 4, -4, 2 },
new int[] { -8, 8, -4, 4, 3 },
new int[] { 8, -8, 4, -4, 3 }
};
readonly WPos pos;
readonly int zOffset;
readonly WVec length;
readonly string image;
readonly int brightZaps, dimZaps;
WPos cachedPos;
WVec cachedLength;
IEnumerable<IRenderable> cache;
public TeslaZapRenderable(WPos pos, int zOffset, WVec length, string image, int brightZaps, int dimZaps)
{
this.pos = pos;
this.zOffset = zOffset;
this.length = length;
this.image = image;
this.brightZaps = brightZaps;
this.dimZaps = dimZaps;
cachedPos = WPos.Zero;
cachedLength = WVec.Zero;
cache = new IRenderable[] { };
}
public WPos Pos { get { return pos; } }
public float Scale { get { return 1f; } }
public PaletteReference Palette { get { return null; } }
public int ZOffset { get { return zOffset; } }
public bool IsDecoration { get { return true; } }
public IRenderable WithScale(float newScale) { return new TeslaZapRenderable(pos, zOffset, length, image, brightZaps, dimZaps); }
public IRenderable WithPalette(PaletteReference newPalette) { return new TeslaZapRenderable(pos, zOffset, length, image, brightZaps, dimZaps); }
public IRenderable WithZOffset(int newOffset) { return new TeslaZapRenderable(pos, zOffset, length, image, brightZaps, dimZaps); }
public IRenderable OffsetBy(WVec vec) { return new TeslaZapRenderable(pos + vec, zOffset, length, image, brightZaps, dimZaps); }
public IRenderable AsDecoration() { return this; }
public void BeforeRender(WorldRenderer wr) { }
public void RenderDebugGeometry(WorldRenderer wr) { }
public void Render(WorldRenderer wr)
{
if (!cache.Any() || length != cachedLength || pos != cachedPos)
cache = GenerateRenderables(wr);
cache.Do(c => c.Render(wr));
}
public IEnumerable<IRenderable> GenerateRenderables(WorldRenderer wr)
{
var bright = SequenceProvider.GetSequence(image, "bright");
var dim = SequenceProvider.GetSequence(image, "dim");
var source = wr.ScreenPosition(pos);
var target = wr.ScreenPosition(pos + length);
for (var n = 0; n < dimZaps; n++)
foreach (var z in DrawZapWandering(wr, source, target, dim))
yield return z;
for (var n = 0; n < brightZaps; n++)
foreach (var z in DrawZapWandering(wr, source, target, bright))
yield return z;
}
static IEnumerable<IRenderable> DrawZapWandering(WorldRenderer wr, float2 from, float2 to, Sequence s)
{
var z = float2.Zero; /* hack */
var dist = to - from;
var norm = (1f / dist.Length) * new float2(-dist.Y, dist.X);
var renderables = new List<IRenderable>();
if (Game.CosmeticRandom.Next(2) != 0)
{
var p1 = from + (1 / 3f) * dist + WRange.FromPDF(Game.CosmeticRandom, 2).Range * dist.Length / 4096 * norm;
var p2 = from + (2 / 3f) * dist + WRange.FromPDF(Game.CosmeticRandom, 2).Range * dist.Length / 4096 * norm;
renderables.AddRange(DrawZap(wr, from, p1, s, out p1));
renderables.AddRange(DrawZap(wr, p1, p2, s, out p2));
renderables.AddRange(DrawZap(wr, p2, to, s, out z));
}
else
{
var p1 = from + (1 / 2f) * dist + WRange.FromPDF(Game.CosmeticRandom, 2).Range * dist.Length / 4096 * norm;
renderables.AddRange(DrawZap(wr, from, p1, s, out p1));
renderables.AddRange(DrawZap(wr, p1, to, s, out z));
}
return renderables;
}
static IEnumerable<IRenderable> DrawZap(WorldRenderer wr, float2 from, float2 to, Sequence s, out float2 p)
{
var dist = to - from;
var q = new float2(-dist.Y, dist.X);
var c = -float2.Dot(from, q);
var rs = new List<IRenderable>();
var z = from;
var pal = wr.Palette("effect");
while ((to - z).X > 5 || (to - z).X < -5 || (to - z).Y > 5 || (to - z).Y < -5)
{
var step = steps.Where(t => (to - (z + new float2(t[0], t[1]))).LengthSquared < (to - z).LengthSquared)
.OrderBy(t => Math.Abs(float2.Dot(z + new float2(t[0], t[1]), q) + c)).First();
var pos = wr.Position((z + new float2(step[2], step[3])).ToInt2());
rs.Add(new SpriteRenderable(s.GetSprite(step[4]), pos, WVec.Zero, 0, pal, 1f, true));
z += new float2(step[0], step[1]);
if (rs.Count >= 1000)
break;
}
p = z;
return rs;
}
}
}