85 lines
2.8 KiB
C#
85 lines
2.8 KiB
C#
#region Copyright & License Information
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/*
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* Copyright 2007-2020 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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using OpenRA.Graphics;
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using OpenRA.Mods.Common.Projectiles;
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using OpenRA.Primitives;
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namespace OpenRA.Mods.Common.Graphics
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{
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public class RailgunHelixRenderable : IRenderable, IFinalizedRenderable
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{
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readonly WPos pos;
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readonly int zOffset;
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readonly Railgun railgun;
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readonly RailgunInfo info;
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readonly WDist helixRadius;
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readonly int alpha;
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readonly int ticks;
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WAngle angle;
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public RailgunHelixRenderable(WPos pos, int zOffset, Railgun railgun, RailgunInfo railgunInfo, int ticks)
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{
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this.pos = pos;
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this.zOffset = zOffset;
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this.railgun = railgun;
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info = railgunInfo;
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this.ticks = ticks;
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helixRadius = info.HelixRadius + new WDist(ticks * info.HelixRadiusDeltaPerTick);
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alpha = (railgun.HelixColor.A + ticks * info.HelixAlphaDeltaPerTick).Clamp(0, 255);
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angle = new WAngle(ticks * info.HelixAngleDeltaPerTick.Angle);
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}
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public WPos Pos => pos;
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public int ZOffset => zOffset;
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public bool IsDecoration => true;
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public IRenderable WithZOffset(int newOffset) { return new RailgunHelixRenderable(pos, newOffset, railgun, info, ticks); }
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public IRenderable OffsetBy(in WVec vec) { return new RailgunHelixRenderable(pos + vec, zOffset, railgun, info, ticks); }
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public IRenderable AsDecoration() { return this; }
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public IFinalizedRenderable PrepareRender(WorldRenderer wr) { return this; }
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public void Render(WorldRenderer wr)
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{
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if (railgun.ForwardStep == WVec.Zero)
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return;
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var screenWidth = wr.ScreenVector(new WVec(info.HelixThickness.Length, 0, 0))[0];
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// Move forward from self to target to draw helix
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var centerPos = pos;
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var points = new float3[railgun.CycleCount * info.QuantizationCount];
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for (var i = points.Length - 1; i >= 0; i--)
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{
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// Make it narrower near the end.
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var rad = i < info.QuantizationCount ? helixRadius / 4 :
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i < 2 * info.QuantizationCount ? helixRadius / 2 :
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helixRadius;
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// Note: WAngle.Sin(x) = 1024 * Math.Sin(2pi/1024 * x)
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var u = rad.Length * angle.Cos() * railgun.LeftVector / (1024 * 1024)
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+ rad.Length * angle.Sin() * railgun.UpVector / (1024 * 1024);
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points[i] = wr.Screen3DPosition(centerPos + u);
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centerPos += railgun.ForwardStep;
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angle += railgun.AngleStep;
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}
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Game.Renderer.WorldRgbaColorRenderer.DrawLine(points, screenWidth, Color.FromArgb(alpha, railgun.HelixColor));
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}
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public void RenderDebugGeometry(WorldRenderer wr) { }
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public Rectangle ScreenBounds(WorldRenderer wr) { return Rectangle.Empty; }
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}
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}
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