Files
OpenRA/OpenRA.Mods.Common/Graphics/RailgunRenderable.cs
2023-01-11 11:58:54 +02:00

85 lines
2.8 KiB
C#

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