Files
OpenRA/OpenRA.Mods.Common/Traits/Render/WithVoxelBarrel.cs
2015-05-14 17:02:47 +02:00

93 lines
3.4 KiB
C#

#region Copyright & License Information
/*
* Copyright 2007-2015 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.Collections.Generic;
using System.Linq;
using OpenRA.Graphics;
using OpenRA.Mods.Common.Graphics;
using OpenRA.Traits;
namespace OpenRA.Mods.Common.Traits
{
public class WithVoxelBarrelInfo : ITraitInfo, IRenderActorPreviewVoxelsInfo, Requires<RenderVoxelsInfo>, Requires<ArmamentInfo>, Requires<TurretedInfo>
{
[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;
public object Create(ActorInitializer init) { return new WithVoxelBarrel(init.Self, this); }
public IEnumerable<VoxelAnimation> RenderPreviewVoxels(ActorPreviewInitializer init, RenderVoxelsInfo rv, string image, WRot orientation, int facings, PaletteReference p)
{
var body = init.Actor.Traits.Get<BodyOrientationInfo>();
var armament = init.Actor.Traits.WithInterface<ArmamentInfo>()
.First(a => a.Name == Armament);
var t = init.Actor.Traits.WithInterface<TurretedInfo>()
.First(tt => tt.Turret == armament.Turret);
var voxel = VoxelProvider.GetVoxel(image, Sequence);
var turretFacing = init.Contains<TurretFacingInit>() ? init.Get<TurretFacingInit, int>() : t.InitialFacing;
var turretOrientation = body.QuantizeOrientation(new WRot(WAngle.Zero, WAngle.Zero, WAngle.FromFacing(turretFacing) - orientation.Yaw), facings);
var turretOffset = body.LocalToWorld(t.Offset.Rotate(orientation));
yield return new VoxelAnimation(voxel, () => turretOffset, () => new[] { turretOrientation, orientation },
() => false, () => 0);
}
}
public class WithVoxelBarrel
{
WithVoxelBarrelInfo info;
Actor self;
Armament armament;
Turreted turreted;
IBodyOrientation body;
public WithVoxelBarrel(Actor self, WithVoxelBarrelInfo info)
{
this.self = self;
this.info = info;
body = self.Trait<IBodyOrientation>();
armament = self.TraitsImplementing<Armament>()
.First(a => a.Info.Name == info.Armament);
turreted = self.TraitsImplementing<Turreted>()
.First(tt => tt.Name == armament.Info.Turret);
var rv = self.Trait<RenderVoxels>();
rv.Add(new VoxelAnimation(VoxelProvider.GetVoxel(rv.Image, info.Sequence),
BarrelOffset, BarrelRotation,
() => false, () => 0));
}
WVec BarrelOffset()
{
var localOffset = info.LocalOffset + new WVec(-armament.Recoil, WRange.Zero, WRange.Zero);
var turretOffset = turreted != null ? turreted.Position(self) : WVec.Zero;
var turretOrientation = turreted != null ? turreted.LocalOrientation(self) : WRot.Zero;
var quantizedBody = body.QuantizeOrientation(self, self.Orientation);
var quantizedTurret = body.QuantizeOrientation(self, turretOrientation);
return turretOffset + body.LocalToWorld(localOffset.Rotate(quantizedTurret).Rotate(quantizedBody));
}
IEnumerable<WRot> BarrelRotation()
{
var b = self.Orientation;
var qb = body.QuantizeOrientation(self, b);
yield return turreted.LocalOrientation(self) + WRot.FromYaw(b.Yaw - qb.Yaw);
yield return qb;
}
}
}