Files
OpenRA/OpenRA.Mods.Common/Traits/World/TerrainGeometryOverlay.cs
2016-08-22 17:40:05 +01:00

98 lines
3.0 KiB
C#

#region Copyright & License Information
/*
* Copyright 2007-2016 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.Drawing;
using System.Linq;
using OpenRA.Graphics;
using OpenRA.Mods.Common.Commands;
using OpenRA.Traits;
namespace OpenRA.Mods.Common.Traits
{
[Desc("Renders a debug overlay showing the terrain cells. Attach this to the world actor.")]
public class TerrainGeometryOverlayInfo : TraitInfo<TerrainGeometryOverlay> { }
public class TerrainGeometryOverlay : IRenderAboveWorld, IWorldLoaded, IChatCommand
{
const string CommandName = "terrainoverlay";
const string CommandDesc = "Toggles the 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, CommandDesc);
}
void IChatCommand.InvokeCommand(string name, string arg)
{
if (name == CommandName)
Enabled ^= true;
}
void IRenderAboveWorld.RenderAboveWorld(Actor self, WorldRenderer wr)
{
if (!Enabled)
return;
var map = wr.World.Map;
var tileSet = wr.World.Map.Rules.TileSet;
var wcr = Game.Renderer.WorldRgbaColorRenderer;
var colors = tileSet.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))
continue;
var height = (int)map.Height[uv];
var tile = map.Tiles[uv];
var ti = tileSet.GetTileInfo(tile);
var ramp = ti != null ? ti.RampType : 0;
var corners = map.Grid.CellCorners[ramp];
var color = corners.Select(c => colors[height + c.Z / 512]).ToArray();
var pos = map.CenterOfCell(uv.ToCPos(map));
var screen = corners.Select(c => wr.ScreenPxPosition(pos + c).ToFloat2()).ToArray();
var width = (uv == mouseCell ? 3 : 1) / wr.Viewport.Zoom;
// Colors change between points, so render separately
for (var i = 0; i < 4; i++)
{
var j = (i + 1) % 4;
wcr.DrawLine(screen[i], screen[j], width, color[i], color[j]);
}
}
// Projected cell coordinates for the current cell
var projectedCorners = map.Grid.CellCorners[0];
foreach (var puv in map.ProjectedCellsCovering(mouseCell))
{
var pos = map.CenterOfCell(((MPos)puv).ToCPos(map));
var screen = projectedCorners.Select(c => wr.ScreenPxPosition(pos + c - new WVec(0, 0, pos.Z)).ToFloat2()).ToArray();
for (var i = 0; i < 4; i++)
{
var j = (i + 1) % 4;
wcr.DrawLine(screen[i], screen[j], 3 / wr.Viewport.Zoom, Color.Navy);
}
}
}
}
}