Files
OpenRA/OpenRA.Game/Traits/BodyOrientation.cs
2015-07-25 00:39:31 +03:00

86 lines
2.6 KiB
C#

#region Copyright & License Information
/*
* Copyright 2007-2015 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. For more information,
* see COPYING.
*/
#endregion
using System;
namespace OpenRA.Traits
{
public class BodyOrientationInfo : ITraitInfo, IBodyOrientationInfo
{
[Desc("Number of facings for gameplay calculations. -1 indicates auto-detection from another trait")]
public readonly int QuantizedFacings = -1;
[Desc("Camera pitch for rotation calculations")]
public readonly WAngle CameraPitch = WAngle.FromDegrees(40);
public WVec LocalToWorld(WVec vec)
{
// RA's 2d perspective doesn't correspond to an orthonormal 3D
// coordinate system, so fudge the y axis to make things look good
return new WVec(vec.Y, -CameraPitch.Sin() * vec.X / 1024, vec.Z);
}
public WRot QuantizeOrientation(WRot orientation, int facings)
{
// Quantization disabled
if (facings == 0)
return orientation;
// Map yaw to the closest facing
var facing = Util.QuantizeFacing(orientation.Yaw.Angle / 4, facings) * (256 / facings);
// Roll and pitch are always zero if yaw is quantized
return new WRot(WAngle.Zero, WAngle.Zero, WAngle.FromFacing(facing));
}
public object Create(ActorInitializer init) { return new BodyOrientation(init, this); }
}
public class BodyOrientation : IBodyOrientation
{
readonly BodyOrientationInfo info;
readonly Lazy<int> quantizedFacings;
[Sync] public int QuantizedFacings { get { return quantizedFacings.Value; } }
public BodyOrientation(ActorInitializer init, BodyOrientationInfo info)
{
this.info = info;
var self = init.Self;
var race = init.Contains<FactionInit>() ? init.Get<FactionInit, string>() : self.Owner.Faction.InternalName;
quantizedFacings = Exts.Lazy(() =>
{
// Override value is set
if (info.QuantizedFacings >= 0)
return info.QuantizedFacings;
var qboi = self.Info.Traits.GetOrDefault<IQuantizeBodyOrientationInfo>();
if (qboi == null)
throw new InvalidOperationException("Actor type '" + self.Info.Name + "' does not define a quantized body orientation.");
return qboi.QuantizedBodyFacings(self.Info, self.World.Map.SequenceProvider, race);
});
}
public WAngle CameraPitch { get { return info.CameraPitch; } }
public WVec LocalToWorld(WVec vec)
{
return info.LocalToWorld(vec);
}
public WRot QuantizeOrientation(Actor self, WRot orientation)
{
return info.QuantizeOrientation(orientation, quantizedFacings.Value);
}
}
}