70 lines
2.6 KiB
C#
70 lines
2.6 KiB
C#
#region Copyright & License Information
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/*
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* Copyright 2007-2022 The OpenRA Developers (see AUTHORS)
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* This file is part of OpenRA, which is free software. It is made
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* available to you under the terms of the GNU General Public License
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* as published by the Free Software Foundation, either version 3 of
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* the License, or (at your option) any later version. For more
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* information, see COPYING.
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*/
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#endregion
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namespace OpenRA.Mods.Cnc
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{
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public static class Util
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{
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// TD and RA used a nonlinear mapping between artwork frames and unit facings for units with 32 facings.
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// This table defines the exclusive maximum facing for the i'th sprite frame.
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// i.e. sprite frame 1 is used for facings 20-55, sprite frame 2 for 56-87, and so on.
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// Sprite frame 0 is used for facings smaller than 20 or larger than 999.
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static readonly int[] SpriteRanges =
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{
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20, 56, 88, 132, 156, 184, 212, 240,
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268, 296, 324, 352, 384, 416, 452, 488,
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532, 568, 604, 644, 668, 696, 724, 752,
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780, 808, 836, 864, 896, 928, 964, 1000
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};
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// The actual facing associated with each sprite frame.
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static readonly WAngle[] SpriteFacings =
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{
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WAngle.Zero, new WAngle(40), new WAngle(74), new WAngle(112), new WAngle(146), new WAngle(172), new WAngle(200), new WAngle(228),
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new WAngle(256), new WAngle(284), new WAngle(312), new WAngle(340), new WAngle(370), new WAngle(402), new WAngle(436), new WAngle(472),
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new WAngle(512), new WAngle(552), new WAngle(588), new WAngle(626), new WAngle(658), new WAngle(684), new WAngle(712), new WAngle(740),
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new WAngle(768), new WAngle(796), new WAngle(824), new WAngle(852), new WAngle(882), new WAngle(914), new WAngle(948), new WAngle(984)
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};
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/// <summary>
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/// Calculate the frame index (between 0..numFrames) that
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/// should be used for the given facing value, accounting
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/// for the non-linear facing mapping for sprites with 32 directions.
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/// </summary>
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public static int ClassicIndexFacing(WAngle facing, int numFrames)
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{
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if (numFrames == 32)
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{
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var angle = facing.Angle;
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for (var i = 0; i < SpriteRanges.Length; i++)
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if (angle < SpriteRanges[i])
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return i;
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return 0;
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}
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return Common.Util.IndexFacing(facing, numFrames);
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}
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/// <summary>
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/// Rounds the given facing value to the nearest quantized step,
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/// accounting for the non-linear facing mapping for sprites with 32 directions.
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/// </summary>
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public static WAngle ClassicQuantizeFacing(WAngle facing, int steps)
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{
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if (steps == 32)
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return SpriteFacings[ClassicIndexFacing(facing, steps)];
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return Common.Util.QuantizeFacing(facing, steps);
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}
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}
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}
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