Initial commit: OpenRA game engine
Fork from OpenRA/OpenRA with one-click launch script (start-ra.cmd) Co-Authored-By: Claude Opus 4.5 <noreply@anthropic.com>
This commit is contained in:
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OpenRA.Mods.Common/HitShapes/Polygon.cs
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130
OpenRA.Mods.Common/HitShapes/Polygon.cs
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#region Copyright & License Information
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/*
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* Copyright (c) The OpenRA Developers and Contributors
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* This file is part of OpenRA, which is free software. It is made
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* available to you under the terms of the GNU General Public License
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* as published by the Free Software Foundation, either version 3 of
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* the License, or (at your option) any later version. For more
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* information, see COPYING.
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*/
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#endregion
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using System;
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using System.Collections.Generic;
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using System.Collections.Immutable;
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using System.Linq;
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using OpenRA.Graphics;
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using OpenRA.Mods.Common.Graphics;
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using OpenRA.Mods.Common.Traits;
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using OpenRA.Primitives;
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namespace OpenRA.Mods.Common.HitShapes
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{
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public class PolygonShape : IHitShape
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{
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public WDist OuterRadius { get; private set; }
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[FieldLoader.Require]
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public readonly ImmutableArray<int2> Points;
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[Desc("Defines the top offset relative to the actor's center.")]
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public readonly int VerticalTopOffset = 0;
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[Desc("Defines the bottom offset relative to the actor's center.")]
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public readonly int VerticalBottomOffset = 0;
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[Desc("Rotates shape by an angle relative to actor facing. Mostly required for buildings on isometric terrain.",
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"Mobile actors do NOT need this!")]
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public readonly WAngle LocalYaw = WAngle.Zero;
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WVec[] combatOverlayVertsTop;
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WVec[] combatOverlayVertsBottom;
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int[] squares;
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public PolygonShape() { }
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public PolygonShape(ImmutableArray<int2> points) { Points = points; }
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public void Initialize()
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{
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if (VerticalTopOffset < VerticalBottomOffset)
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throw new YamlException("VerticalTopOffset must be equal to or higher than VerticalBottomOffset.");
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OuterRadius = new WDist(Points.Max(x => x.Length));
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combatOverlayVertsTop = Points.Select(p => new WVec(p.X, p.Y, VerticalTopOffset)).ToArray();
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combatOverlayVertsBottom = Points.Select(p => new WVec(p.X, p.Y, VerticalBottomOffset)).ToArray();
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squares = new int[Points.Length];
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squares[0] = (Points[0] - Points[^1]).LengthSquared;
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for (var i = 1; i < Points.Length; i++)
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squares[i] = (Points[i] - Points[i - 1]).LengthSquared;
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}
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static int DistanceSquaredFromLineSegment(int2 c, int2 a, int2 b, int ab2)
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{
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var ac = c - a;
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var ac2 = ac.LengthSquared;
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var bc2 = (c - b).LengthSquared;
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// c is closest to point a
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if (ac2 + ab2 <= bc2)
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return ac2;
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// c is closest to point b
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if (bc2 + ab2 <= ac2)
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return bc2;
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// c is closest to its unknown orthogonal projection (p) onto the line spanned by b with a as the origin
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// Cast to a long for the calculations to avoid overflows
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var ab = b - a;
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var ap2 = ac.X * ab.X + ac.Y * ab.Y;
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var ap = new int2((int)((long)ab.X * ap2 / ab2), (int)((long)ab.Y * ap2 / ab2));
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// Length of vector pc squared.
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return (ac - ap).LengthSquared;
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}
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public WDist DistanceFromEdge(in WVec v)
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{
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var p = new int2(v.X, v.Y);
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var z = Math.Abs(v.Z);
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if (Points.PolygonContains(p))
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return new WDist(z);
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var min2 = DistanceSquaredFromLineSegment(p, Points[^1], Points[0], squares[0]);
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for (var i = 1; i < Points.Length; i++)
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{
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var d2 = DistanceSquaredFromLineSegment(p, Points[i - 1], Points[i], squares[i]);
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if (d2 < min2)
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min2 = d2;
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}
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return new WDist(Exts.ISqrt(min2 + z * z));
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}
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public WDist DistanceFromEdge(WPos pos, WPos origin, WRot orientation)
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{
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orientation += WRot.FromYaw(LocalYaw);
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if (pos.Z > origin.Z + VerticalTopOffset)
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return DistanceFromEdge((pos - (origin + new WVec(0, 0, VerticalTopOffset))).Rotate(-orientation));
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if (pos.Z < origin.Z + VerticalBottomOffset)
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return DistanceFromEdge((pos - (origin + new WVec(0, 0, VerticalBottomOffset))).Rotate(-orientation));
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return DistanceFromEdge((pos - new WPos(origin.X, origin.Y, pos.Z)).Rotate(-orientation));
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}
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IEnumerable<IRenderable> IHitShape.RenderDebugOverlay(HitShape hs, WorldRenderer wr, WPos actorPos, WRot orientation)
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{
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orientation += WRot.FromYaw(LocalYaw);
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var vertsTop = combatOverlayVertsTop.Select(v => actorPos + v.Rotate(orientation)).ToArray();
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var vertsBottom = combatOverlayVertsBottom.Select(v => actorPos + v.Rotate(orientation)).ToArray();
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var shapeColor = hs.IsTraitDisabled ? Color.LightGray : Color.Yellow;
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yield return new PolygonAnnotationRenderable(vertsTop, actorPos, 1, shapeColor);
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yield return new PolygonAnnotationRenderable(vertsBottom, actorPos, 1, shapeColor);
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yield return new CircleAnnotationRenderable(actorPos, OuterRadius, 1, hs.IsTraitDisabled ? Color.Gray : Color.LimeGreen);
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}
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}
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}
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