Files
OpenRA/OpenRA.Mods.Common/HitShapes/Rectangle.cs
reaperrr ccda89f268 Refactor Shape.Rectangle.RotateToIsometry
And fixes TS wall and gate shapes.
2017-05-13 10:51:41 -07:00

145 lines
4.9 KiB
C#

#region Copyright & License Information
/*
* Copyright 2007-2017 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;
using System.Drawing;
using System.Linq;
using OpenRA.Graphics;
using OpenRA.Traits;
namespace OpenRA.Mods.Common.HitShapes
{
public class RectangleShape : IHitShape
{
public WDist OuterRadius { get; private set; }
[FieldLoader.Require]
public readonly int2 TopLeft;
[FieldLoader.Require]
public readonly int2 BottomRight;
[Desc("Defines the top offset relative to the actor's target point.")]
public readonly int VerticalTopOffset = 0;
[Desc("Defines the bottom offset relative to the actor's target point.")]
public readonly int VerticalBottomOffset = 0;
[Desc("Rotates shape by an angle relative to actor facing. Mostly required for buildings on isometric terrain.",
"Mobile actors do NOT need this!")]
public readonly WAngle LocalYaw = WAngle.Zero;
// This is just a temporary work-around until we have a customizable PolygonShape
[Desc("Applies shape to every TargetablePosition instead of just CenterPosition.")]
public readonly bool ApplyToAllTargetablePositions = false;
int2 quadrantSize;
int2 center;
WVec[] combatOverlayVertsTop;
WVec[] combatOverlayVertsBottom;
public RectangleShape() { }
public RectangleShape(int2 tl, int2 br)
{
TopLeft = tl;
BottomRight = br;
}
public void Initialize()
{
if (TopLeft.X >= BottomRight.X || TopLeft.Y >= BottomRight.Y)
throw new YamlException("TopLeft and BottomRight points are invalid.");
if (VerticalTopOffset < VerticalBottomOffset)
throw new YamlException("VerticalTopOffset must be equal to or higher than VerticalBottomOffset.");
quadrantSize = (BottomRight - TopLeft) / 2;
center = TopLeft + quadrantSize;
OuterRadius = new WDist(Math.Max(TopLeft.Length, BottomRight.Length));
combatOverlayVertsTop = new WVec[]
{
new WVec(TopLeft.X, TopLeft.Y, VerticalTopOffset),
new WVec(BottomRight.X, TopLeft.Y, VerticalTopOffset),
new WVec(BottomRight.X, BottomRight.Y, VerticalTopOffset),
new WVec(TopLeft.X, BottomRight.Y, VerticalTopOffset)
};
combatOverlayVertsBottom = new WVec[]
{
new WVec(TopLeft.X, TopLeft.Y, VerticalBottomOffset),
new WVec(BottomRight.X, TopLeft.Y, VerticalBottomOffset),
new WVec(BottomRight.X, BottomRight.Y, VerticalBottomOffset),
new WVec(TopLeft.X, BottomRight.Y, VerticalBottomOffset)
};
}
public WDist DistanceFromEdge(WVec v)
{
var r = new int2(
Math.Max(Math.Abs(v.X - center.X) - quadrantSize.X, 0),
Math.Max(Math.Abs(v.Y - center.Y) - quadrantSize.Y, 0));
return new WDist(r.Length);
}
public WDist DistanceFromEdge(WPos pos, Actor actor)
{
var actorPos = actor.CenterPosition;
var orientation = actor.Orientation + WRot.FromYaw(LocalYaw);
var targetablePositions = actor.TraitsImplementing<ITargetablePositions>();
if (ApplyToAllTargetablePositions && targetablePositions.Any())
{
var positions = targetablePositions.SelectMany(tp => tp.TargetablePositions(actor));
actorPos = positions.PositionClosestTo(pos);
}
if (pos.Z > actorPos.Z + VerticalTopOffset)
return DistanceFromEdge((pos - (actorPos + new WVec(0, 0, VerticalTopOffset))).Rotate(-orientation));
if (pos.Z < actorPos.Z + VerticalBottomOffset)
return DistanceFromEdge((pos - (actorPos + new WVec(0, 0, VerticalBottomOffset))).Rotate(-orientation));
return DistanceFromEdge((pos - new WPos(actorPos.X, actorPos.Y, pos.Z)).Rotate(-orientation));
}
public void DrawCombatOverlay(WorldRenderer wr, RgbaColorRenderer wcr, Actor actor)
{
var actorPos = actor.CenterPosition;
var orientation = actor.Orientation + WRot.FromYaw(LocalYaw);
var targetablePositions = actor.TraitsImplementing<ITargetablePositions>();
if (ApplyToAllTargetablePositions && targetablePositions.Any())
{
var positions = targetablePositions.SelectMany(tp => tp.TargetablePositions(actor));
foreach (var pos in positions)
{
var vertsTop = combatOverlayVertsTop.Select(v => wr.Screen3DPosition(pos + v.Rotate(orientation)));
var vertsBottom = combatOverlayVertsBottom.Select(v => wr.Screen3DPosition(pos + v.Rotate(orientation)));
wcr.DrawPolygon(vertsTop.ToArray(), 1, Color.Yellow);
wcr.DrawPolygon(vertsBottom.ToArray(), 1, Color.Yellow);
}
}
else
{
var vertsTop = combatOverlayVertsTop.Select(v => wr.Screen3DPosition(actorPos + v.Rotate(orientation)));
var vertsBottom = combatOverlayVertsBottom.Select(v => wr.Screen3DPosition(actorPos + v.Rotate(orientation)));
wcr.DrawPolygon(vertsTop.ToArray(), 1, Color.Yellow);
wcr.DrawPolygon(vertsBottom.ToArray(), 1, Color.Yellow);
}
}
}
}