Adjust radar grid drawing (#14769)
* Adjust radar grid drawing Looks nicer * werk * a
This commit is contained in:
@@ -1,10 +1,11 @@
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using Content.Client.Stylesheets;
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using Content.Shared.Shuttles.BUIStates;
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using Content.Shared.Shuttles.Components;
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using Robust.Client.Graphics;
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using Robust.Client.UserInterface;
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using Robust.Client.UserInterface.Controls;
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using Robust.Shared.Collections;
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using Robust.Shared.Map;
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using Robust.Shared.Map.Components;
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using Robust.Shared.Physics;
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using Robust.Shared.Physics.Collision.Shapes;
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using Robust.Shared.Physics.Components;
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@@ -174,16 +175,13 @@ public sealed class RadarControl : Control
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// Draw our grid in detail
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var ourGridId = _coordinates.Value.GetGridUid(_entManager);
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if (ourGridId != null)
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if (_entManager.TryGetComponent<MapGridComponent>(ourGridId, out var ourGrid))
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{
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var ourGridMatrix = xformQuery.GetComponent(ourGridId.Value).WorldMatrix;
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var ourGridFixtures = fixturesQuery.GetComponent(ourGridId.Value);
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Matrix3.Multiply(in ourGridMatrix, in offsetMatrix, out var matrix);
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// Draw our grid; use non-filled boxes so it doesn't look awful.
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DrawGrid(handle, matrix, ourGridFixtures, Color.Yellow);
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DrawGrid(handle, matrix, ourGrid, Color.MediumSpringGreen, true);
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DrawDocks(handle, ourGridId.Value, matrix);
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}
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@@ -200,7 +198,7 @@ public sealed class RadarControl : Control
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foreach (var grid in _mapManager.FindGridsIntersecting(mapPosition.MapId,
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new Box2(mapPosition.Position - MaxRadarRange, mapPosition.Position + MaxRadarRange)))
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{
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if (grid.Owner == ourGridId || !fixturesQuery.TryGetComponent(grid.Owner, out var gridFixtures))
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if (grid.Owner == ourGridId)
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continue;
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var gridBody = bodyQuery.GetComponent(grid.Owner);
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@@ -228,7 +226,11 @@ public sealed class RadarControl : Control
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var gridXform = xformQuery.GetComponent(grid.Owner);
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var gridMatrix = gridXform.WorldMatrix;
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Matrix3.Multiply(in gridMatrix, in offsetMatrix, out var matty);
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var color = iff?.Color ?? IFFComponent.IFFColor;
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var color = iff?.Color ?? Color.Gold;
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// Others default:
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// Color.FromHex("#FFC000FF")
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// Hostile default: Color.Firebrick
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if (ShowIFF &&
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(iff == null && IFFComponent.ShowIFFDefault ||
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@@ -278,7 +280,7 @@ public sealed class RadarControl : Control
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}
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// Detailed view
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DrawGrid(handle, matty, gridFixtures, color);
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DrawGrid(handle, matty, grid, color, true);
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DrawDocks(handle, grid.Owner, matty);
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}
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@@ -309,9 +311,10 @@ public sealed class RadarControl : Control
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private void DrawDocks(DrawingHandleScreen handle, EntityUid uid, Matrix3 matrix)
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{
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if (!ShowDocks) return;
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if (!ShowDocks)
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return;
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const float DockScale = 1.2f;
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const float DockScale = 1f;
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if (_docks.TryGetValue(uid, out var docks))
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{
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@@ -342,40 +345,113 @@ public sealed class RadarControl : Control
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verts[i] = ScalePosition(vert);
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}
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handle.DrawPrimitives(DrawPrimitiveTopology.TriangleFan, verts, color);
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handle.DrawPrimitives(DrawPrimitiveTopology.TriangleFan, verts, color.WithAlpha(0.8f));
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handle.DrawPrimitives(DrawPrimitiveTopology.LineStrip, verts, color);
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}
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}
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}
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private void DrawGrid(DrawingHandleScreen handle, Matrix3 matrix, FixturesComponent component, Color color)
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private void DrawGrid(DrawingHandleScreen handle, Matrix3 matrix, MapGridComponent grid, Color color, bool drawInterior)
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{
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foreach (var fixture in component.Fixtures.Values)
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var rator = grid.GetAllTilesEnumerator();
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var edges = new ValueList<Vector2>();
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var tileTris = new ValueList<Vector2>();
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Span<Vector2> tileVerts = new Vector2[4];
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// Originally I used fixtures but this was a massive hassle
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// Long-term it's probably better due to less data getting drawn but this is what it is for now.
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while (rator.MoveNext(out var tileRef))
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{
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// If the fixture has any points out of range we won't draw any of it.
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var invalid = false;
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var poly = (PolygonShape) fixture.Shape;
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var verts = new Vector2[poly.VertexCount + 1];
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var tileVec = (Vector2) tileRef.Value.GridIndices * grid.TileSize;
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for (var i = 0; i < poly.VertexCount; i++)
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if (drawInterior)
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{
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var vert = matrix.Transform(poly.Vertices[i]);
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tileVerts[0] = tileVec;
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tileVerts[1] = tileVec + new Vector2(grid.TileSize, 0f);
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tileVerts[2] = tileVec + new Vector2(grid.TileSize, grid.TileSize);
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tileVerts[3] = tileVec + new Vector2(0f, grid.TileSize);
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if (vert.Length > RadarRange)
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// If the fixture has any points out of range we won't draw any of it.
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var invalid = false;
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for (var i = 0; i < 4; i++)
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{
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invalid = true;
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break;
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var vert = matrix.Transform(tileVerts[i]);
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if (vert.Length > RadarRange)
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{
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invalid = true;
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break;
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}
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vert.Y = -vert.Y;
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tileVerts[i] = ScalePosition(vert);
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}
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vert.Y = -vert.Y;
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verts[i] = ScalePosition(vert);
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if (invalid)
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continue;
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tileTris.Add(tileVerts[0]);
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tileTris.Add(tileVerts[1]);
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tileTris.Add(tileVerts[3]);
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tileTris.Add(tileVerts[1]);
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tileTris.Add(tileVerts[3]);
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tileTris.Add(tileVerts[2]);
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}
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if (invalid) continue;
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// Iterate edges and see which we can draw
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for (var i = 0; i < 4; i++)
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{
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var dir = (DirectionFlag) Math.Pow(2, i);
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var dirVec = dir.AsDir().ToIntVec();
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// Closed list
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verts[poly.VertexCount] = verts[0];
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handle.DrawPrimitives(DrawPrimitiveTopology.LineStrip, verts, color);
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if (!grid.GetTileRef(tileRef.Value.GridIndices + dirVec).Tile.IsEmpty)
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continue;
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Vector2 start;
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Vector2 end;
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// Draw line
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// Could probably rotate this but this might be faster?
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switch (dir)
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{
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case DirectionFlag.South:
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start = tileVec;
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end = tileVec + new Vector2(grid.TileSize, 0f);
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break;
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case DirectionFlag.East:
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start = tileVec + new Vector2(grid.TileSize, 0f);
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end = tileVec + new Vector2(grid.TileSize, grid.TileSize);
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break;
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case DirectionFlag.North:
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start = tileVec + new Vector2(grid.TileSize, grid.TileSize);
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end = tileVec + new Vector2(0f, grid.TileSize);
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break;
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case DirectionFlag.West:
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start = tileVec + new Vector2(0f, grid.TileSize);
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end = tileVec;
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break;
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default:
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throw new NotImplementedException();
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}
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var adjustedStart = matrix.Transform(start);
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var adjustedEnd = matrix.Transform(end);
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if (adjustedStart.Length > RadarRange || adjustedEnd.Length > RadarRange)
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continue;
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start = ScalePosition(new Vector2(adjustedStart.X, -adjustedStart.Y));
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end = ScalePosition(new Vector2(adjustedEnd.X, -adjustedEnd.Y));
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edges.Add(start);
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edges.Add(end);
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}
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}
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handle.DrawPrimitives(DrawPrimitiveTopology.TriangleList, tileTris.Span, color.WithAlpha(0.05f));
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handle.DrawPrimitives(DrawPrimitiveTopology.LineList, edges.Span, color);
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}
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private Vector2 ScalePosition(Vector2 value)
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