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>
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107
OpenRA.Mods.Common/Traits/World/TerrainGeometryOverlay.cs
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107
OpenRA.Mods.Common/Traits/World/TerrainGeometryOverlay.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 OpenRA.Graphics;
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using OpenRA.Mods.Common.Commands;
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using OpenRA.Mods.Common.Graphics;
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using OpenRA.Primitives;
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using OpenRA.Traits;
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namespace OpenRA.Mods.Common.Traits
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{
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[TraitLocation(SystemActors.World | SystemActors.EditorWorld)]
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[IncludeStaticFluentReferences(typeof(TerrainGeometryOverlay))]
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[Desc("Renders a debug overlay showing the terrain cells. Attach this to the world actor.")]
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public class TerrainGeometryOverlayInfo : TraitInfo<TerrainGeometryOverlay> { }
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public class TerrainGeometryOverlay : IRenderAnnotations, IWorldLoaded, IChatCommand
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{
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const string CommandName = "terrain-geometry";
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[FluentReference]
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const string CommandDescription = "description-terrain-geometry-overlay";
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public bool Enabled;
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void IWorldLoaded.WorldLoaded(World w, WorldRenderer wr)
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{
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var console = w.WorldActor.TraitOrDefault<ChatCommands>();
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var help = w.WorldActor.TraitOrDefault<HelpCommand>();
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if (console == null || help == null)
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return;
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console.RegisterCommand(CommandName, this);
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help.RegisterHelp(CommandName, CommandDescription);
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}
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void IChatCommand.InvokeCommand(string name, string arg)
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{
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if (name == CommandName)
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Enabled ^= true;
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}
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IEnumerable<IRenderable> IRenderAnnotations.RenderAnnotations(Actor self, WorldRenderer wr)
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{
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if (!Enabled)
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yield break;
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var map = wr.World.Map;
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var colors = wr.World.Map.Rules.TerrainInfo.HeightDebugColors;
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var lastColor = colors.Length - 1;
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var heightStep = map.Grid.TileScale / 2;
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var mouseCell = wr.Viewport.ViewToWorld(Viewport.LastMousePos).ToMPos(wr.World.Map);
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foreach (var uv in wr.Viewport.AllVisibleCells.CandidateMapCoords)
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{
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if (!map.Height.Contains(uv) || self.World.ShroudObscures(uv))
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continue;
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var height = (int)map.Height[uv];
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var r = map.Grid.Ramps[map.Ramp[uv]];
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var pos = map.CenterOfCell(uv.ToCPos(map)) - new WVec(0, 0, r.CenterHeightOffset);
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var width = uv == mouseCell ? 3 : 1;
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// Colors change between points, so render separately
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foreach (var p in r.Polygons)
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{
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for (var i = 0; i < p.Length; i++)
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{
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var j = (i + 1) % p.Length;
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var start = pos + p[i];
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var end = pos + p[j];
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var startColor = colors[Math.Min(lastColor, height + p[i].Z / heightStep)];
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var endColor = colors[Math.Min(lastColor, height + p[j].Z / heightStep)];
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yield return new LineAnnotationRenderable(start, end, width, startColor, endColor);
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}
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}
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}
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// Projected cell coordinates for the current cell
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var projectedCorners = map.Grid.Ramps[0].Corners;
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foreach (var puv in map.ProjectedCellsCovering(mouseCell))
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{
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var pos = map.CenterOfCell(((MPos)puv).ToCPos(map));
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for (var i = 0; i < 4; i++)
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{
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var j = (i + 1) % 4;
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var start = pos + projectedCorners[i] - new WVec(0, 0, pos.Z);
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var end = pos + projectedCorners[j] - new WVec(0, 0, pos.Z);
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yield return new LineAnnotationRenderable(start, end, 3, Color.Navy);
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}
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}
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}
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bool IRenderAnnotations.SpatiallyPartitionable => false;
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}
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}
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