Files
OpenRA/OpenRa.Game/Traits/Util.cs
2009-11-01 22:30:28 +13:00

103 lines
3.0 KiB
C#
Executable File

using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using IjwFramework.Types;
using OpenRa.Game.Graphics;
namespace OpenRa.Game.Traits
{
static class Util
{
public static void TickFacing( ref int facing, int desiredFacing, int rot )
{
var leftTurn = ( facing - desiredFacing ) & 0xFF;
var rightTurn = ( desiredFacing - facing ) & 0xFF;
if( Math.Min( leftTurn, rightTurn ) < rot )
facing = desiredFacing & 0xFF;
else if( rightTurn < leftTurn )
facing = ( facing + rot ) & 0xFF;
else
facing = ( facing - rot ) & 0xFF;
}
static float2[] fvecs = Graphics.Util.MakeArray<float2>( 32,
i => -float2.FromAngle( i / 16.0f * (float)Math.PI ) * new float2( 1f, 1.3f ) );
public static int GetFacing( float2 d, int currentFacing )
{
if( float2.WithinEpsilon( d, float2.Zero, 0.001f ) )
return currentFacing;
int highest = -1;
float highestDot = -1.0f;
for( int i = 0 ; i < fvecs.Length ; i++ )
{
float dot = float2.Dot( fvecs[ i ], d );
if( dot > highestDot )
{
highestDot = dot;
highest = i;
}
}
return highest * 8;
}
public static int GetNearestFacing( int facing, int desiredFacing )
{
var turn = desiredFacing - facing;
if( turn > 128 )
turn -= 256;
if( turn < -128 )
turn += 256;
return facing + turn;
}
static float2 RotateVectorByFacing(float2 v, int facing, float ecc)
{
var angle = (facing / 256f) * (2 * (float)Math.PI);
var sinAngle = (float)Math.Sin(angle);
var cosAngle = (float)Math.Cos(angle);
return new float2(
(cosAngle * v.X + sinAngle * v.Y),
ecc * (cosAngle * v.Y - sinAngle * v.X));
}
static float2 GetRecoil(Actor self, float recoil)
{
if (self.unitInfo.Recoil == 0) return float2.Zero;
var rut = self.traits.WithInterface<RenderUnitTurreted>().FirstOrDefault();
if (rut == null) return float2.Zero;
var facing = self.traits.Get<Turreted>().turretFacing;
var quantizedFacing = facing - facing % rut.turretAnim.CurrentSequence.Length;
return RotateVectorByFacing(new float2(0, recoil * self.unitInfo.Recoil), quantizedFacing, .7f);
}
public static float2 GetTurretPosition(Actor self, int[] offset, float recoil)
{
var ru = self.traits.WithInterface<RenderUnit>().FirstOrDefault();
if (ru == null) return int2.Zero; /* things that don't have a rotating base don't need the turrets repositioned */
var bodyFacing = self.traits.Get<Mobile>().facing;
var quantizedFacing = bodyFacing - bodyFacing % ru.anim.CurrentSequence.Length;
return (RotateVectorByFacing(new float2(offset[0], offset[1]), quantizedFacing, .7f) + GetRecoil(self, recoil))
+ new float2(self.unitInfo.ScreenSpaceTurretOffset[0],
self.unitInfo.ScreenSpaceTurretOffset[1]);
}
public static Pair<Sprite, float2> Centered(Sprite s, float2 location)
{
var loc = location - 0.5f * s.size;
return Pair.New(s, loc.Round());
}
}
}