Files
OpenRA/OpenRA.Mods.Common/Traits/World/TerrainGeometryOverlay.cs
Ivaylo Draganov a0f17b15ec Refactor translation files
- Add prefixes to all message keys to provide context
- Use messages with attributes for some UI elements (dropdowns, dialogs, checkboxes, menus)
- Rename some class fields for consistency with translation keys
2022-12-19 22:04:54 +13:00

104 lines
3.2 KiB
C#

#region Copyright & License Information
/*
* Copyright 2007-2022 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, either version 3 of
* the License, or (at your option) any later version. For more
* information, see COPYING.
*/
#endregion
using System.Collections.Generic;
using OpenRA.Graphics;
using OpenRA.Mods.Common.Commands;
using OpenRA.Mods.Common.Graphics;
using OpenRA.Primitives;
using OpenRA.Traits;
namespace OpenRA.Mods.Common.Traits
{
[TraitLocation(SystemActors.World | SystemActors.EditorWorld)]
[Desc("Renders a debug overlay showing the terrain cells. Attach this to the world actor.")]
public class TerrainGeometryOverlayInfo : TraitInfo<TerrainGeometryOverlay> { }
public class TerrainGeometryOverlay : IRenderAnnotations, IWorldLoaded, IChatCommand
{
const string CommandName = "terrain-geometry";
[TranslationReference]
const string CommandDescription = "description-terrain-geometry-overlay";
public bool Enabled;
void IWorldLoaded.WorldLoaded(World w, WorldRenderer wr)
{
var console = w.WorldActor.TraitOrDefault<ChatCommands>();
var help = w.WorldActor.TraitOrDefault<HelpCommand>();
if (console == null || help == null)
return;
console.RegisterCommand(CommandName, this);
help.RegisterHelp(CommandName, CommandDescription);
}
void IChatCommand.InvokeCommand(string name, string arg)
{
if (name == CommandName)
Enabled ^= true;
}
IEnumerable<IRenderable> IRenderAnnotations.RenderAnnotations(Actor self, WorldRenderer wr)
{
if (!Enabled)
yield break;
var map = wr.World.Map;
var colors = wr.World.Map.Rules.TerrainInfo.HeightDebugColors;
var mouseCell = wr.Viewport.ViewToWorld(Viewport.LastMousePos).ToMPos(wr.World.Map);
foreach (var uv in wr.Viewport.AllVisibleCells.CandidateMapCoords)
{
if (!map.Height.Contains(uv) || self.World.ShroudObscures(uv))
continue;
var height = (int)map.Height[uv];
var r = map.Grid.Ramps[map.Ramp[uv]];
var pos = map.CenterOfCell(uv.ToCPos(map)) - new WVec(0, 0, r.CenterHeightOffset);
var width = uv == mouseCell ? 3 : 1;
// Colors change between points, so render separately
foreach (var p in r.Polygons)
{
for (var i = 0; i < p.Length; i++)
{
var j = (i + 1) % p.Length;
var start = pos + p[i];
var end = pos + p[j];
var startColor = colors[height + p[i].Z / 512];
var endColor = colors[height + p[j].Z / 512];
yield return new LineAnnotationRenderable(start, end, width, startColor, endColor);
}
}
}
// Projected cell coordinates for the current cell
var projectedCorners = map.Grid.Ramps[0].Corners;
foreach (var puv in map.ProjectedCellsCovering(mouseCell))
{
var pos = map.CenterOfCell(((MPos)puv).ToCPos(map));
for (var i = 0; i < 4; i++)
{
var j = (i + 1) % 4;
var start = pos + projectedCorners[i] - new WVec(0, 0, pos.Z);
var end = pos + projectedCorners[j] - new WVec(0, 0, pos.Z);
yield return new LineAnnotationRenderable(start, end, 3, Color.Navy);
}
}
}
bool IRenderAnnotations.SpatiallyPartitionable => false;
}
}