Files
RobustToolbox/Robust.Client/GameObjects/Components/Renderable/SpriteComponent.cs
Pieter-Jan Briers 0f97f366a6 Copy CopyToShaderParameters in SpriteComponent.CopyFrom.
Fixes dragging displacement-mapped mobs in SS14 making the displacement map visible.
2024-05-01 23:45:58 +02:00

2310 lines
80 KiB
C#

using System;
using System.Collections.Generic;
using System.Diagnostics.CodeAnalysis;
using System.Globalization;
using System.Linq;
using System.Numerics;
using System.Text;
using Robust.Client.Graphics;
using Robust.Client.Graphics.Clyde;
using Robust.Client.ResourceManagement;
using Robust.Client.Utility;
using Robust.Shared.Animations;
using Robust.Shared.ComponentTrees;
using Robust.Shared.GameObjects;
using Robust.Shared.Graphics.RSI;
using Robust.Shared.IoC;
using Robust.Shared.Log;
using Robust.Shared.Map;
using Robust.Shared.Maths;
using Robust.Shared.Physics;
using Robust.Shared.Prototypes;
using Robust.Shared.Reflection;
using Robust.Shared.Serialization;
using Robust.Shared.Serialization.Manager.Attributes;
using Robust.Shared.Serialization.TypeSerializers.Implementations.Custom;
using Robust.Shared.Utility;
using Robust.Shared.ViewVariables;
using static Robust.Client.ComponentTrees.SpriteTreeSystem;
using DrawDepthTag = Robust.Shared.GameObjects.DrawDepth;
using static Robust.Shared.Serialization.TypeSerializers.Implementations.SpriteSpecifierSerializer;
using Direction = Robust.Shared.Maths.Direction;
using Vector4 = Robust.Shared.Maths.Vector4;
namespace Robust.Client.GameObjects
{
[RegisterComponent]
public sealed partial class SpriteComponent : Component, IComponentDebug, ISerializationHooks, IComponentTreeEntry<SpriteComponent>, IAnimationProperties
{
[Dependency] private readonly IResourceCache resourceCache = default!;
[Dependency] private readonly IPrototypeManager prototypes = default!;
[Dependency] private readonly IEntityManager entities = default!;
[Dependency] private readonly IReflectionManager reflection = default!;
[Dependency] private readonly IEyeManager eyeManager = default!;
[Dependency] private readonly IComponentFactory factory = default!;
/// <summary>
/// See <see cref="CVars.RenderSpriteDirectionBias"/>.
/// </summary>
public static double DirectionBias = -0.05;
/// <summary>
/// Whether the layers have independant drawing strategies, e.g some may snap to cardinals while others won't.
/// The sprite should still set its global rendering method (e.g NoRot or SnapCardinals), this only gives finer control over how layers are rendered internally.
/// </summary>
[DataField("granularLayersRendering")]
public bool GranularLayersRendering = false;
[DataField("visible")]
private bool _visible = true;
// VV convenience variable to examine layer objects using layer keys
[ViewVariables]
private Dictionary<object, Layer> _mappedLayers => LayerMap.ToDictionary(x => x.Key, x => Layers[x.Value]);
[ViewVariables(VVAccess.ReadWrite)]
public bool Visible
{
get => _visible;
set
{
if (_visible == value) return;
_visible = value;
QueueUpdateRenderTree();
}
}
[DataField("drawdepth", customTypeSerializer: typeof(ConstantSerializer<DrawDepthTag>))]
private int drawDepth = DrawDepthTag.Default;
/// <summary>
/// Z-index for drawing.
/// </summary>
[ViewVariables(VVAccess.ReadWrite)]
public int DrawDepth
{
get => drawDepth;
set => drawDepth = value;
}
[DataField("scale")]
private Vector2 scale = Vector2.One;
/// <summary>
/// A scale applied to all layers.
/// </summary>
[Animatable]
[ViewVariables(VVAccess.ReadWrite)]
public Vector2 Scale
{
get => scale;
set
{
if (MathF.Abs(value.X) < 0.005f || MathF.Abs(value.Y) < 0.005f)
{
// Scales of ~0.0025 or lower can lead to singular matrices due to rounding errors.
Logger.Error($"Attempted to set layer sprite scale to very small values. Entity: {entities.ToPrettyString(Owner)}. Scale: {value}");
return;
}
_bounds = _bounds.Scale(value / scale);
scale = value;
UpdateLocalMatrix();
}
}
[DataField("rotation")]
private Angle rotation = Angle.Zero;
[Animatable]
[ViewVariables(VVAccess.ReadWrite)]
public Angle Rotation
{
get => rotation;
set
{
rotation = value;
UpdateLocalMatrix();
}
}
[DataField("offset")]
private Vector2 offset = Vector2.Zero;
/// <summary>
/// Offset applied to all layers.
/// </summary>
[Animatable]
[ViewVariables(VVAccess.ReadWrite)]
public Vector2 Offset
{
get => offset;
set
{
offset = value;
UpdateLocalMatrix();
}
}
[DataField("color")]
private Color color = Color.White;
public Matrix3 LocalMatrix = Matrix3.Identity;
[Animatable]
[ViewVariables(VVAccess.ReadWrite)]
public Color Color
{
get => color;
set => color = value;
}
[ViewVariables]
public DynamicTree<ComponentTreeEntry<SpriteComponent>>? Tree { get; set; }
public EntityUid? TreeUid { get; set; }
public bool AddToTree => Visible && !ContainerOccluded && Layers.Count > 0;
public bool TreeUpdateQueued { get; set; }
private RSI? _baseRsi;
[ViewVariables(VVAccess.ReadWrite)]
public RSI? BaseRSI
{
get => _baseRsi;
set
{
if (value == _baseRsi)
return;
_baseRsi = value;
if (value == null)
return;
for (var i = 0; i < Layers.Count; i++)
{
var layer = Layers[i];
if (!layer.State.IsValid || layer.RSI != null)
{
continue;
}
layer.UpdateActualState();
if (value.TryGetState(layer.State, out var state))
{
layer.AnimationTimeLeft = state.GetDelay(0);
}
else
{
Logger.ErrorS(LogCategory,
"Layer '{0}'no longer has state '{1}' due to base RSI change. Trace:\n{2}",
i, layer.State, Environment.StackTrace);
layer.Texture = null;
}
}
}
}
[DataField("sprite", readOnly: true)] private string? rsi;
[DataField("layers", readOnly: true)] private List<PrototypeLayerData> layerDatums = new();
[DataField("state", readOnly: true)] private string? state;
[DataField("texture", readOnly: true)] private string? texture;
/// <summary>
/// Should this entity show up in containers regardless of whether the container can show contents?
/// </summary>
[DataField("overrideContainerOcclusion")]
[ViewVariables(VVAccess.ReadWrite)]
public bool OverrideContainerOcclusion;
[ViewVariables(VVAccess.ReadWrite)]
public bool ContainerOccluded
{
get => _containerOccluded && !OverrideContainerOcclusion;
set
{
if (_containerOccluded == value) return;
_containerOccluded = value;
QueueUpdateRenderTree();
}
}
private bool _containerOccluded;
private Box2 _bounds;
/// <summary>
/// The bounds of the sprite. This does factor in the sprite's <see cref="Scale"/> but not the
/// <see cref="Rotation"/> and <see cref="Offset"/>
/// </summary>
public Box2 Bounds => _bounds;
[ViewVariables(VVAccess.ReadWrite)] internal bool _inertUpdateQueued;
/// <summary>
/// Shader instance to use when drawing the final sprite to the world.
/// </summary>
[ViewVariables(VVAccess.ReadWrite)]
public ShaderInstance? PostShader { get; set; }
/// <summary>
/// Whether or not to pass the screen texture to the <see cref="PostShader"/>.
/// </summary>
/// <remarks>
/// Should be false unless you really need it.
/// </remarks>
[DataField("getScreenTexture")]
[ViewVariables(VVAccess.ReadWrite)]
private bool _getScreenTexture = false;
public bool GetScreenTexture
{
get => _getScreenTexture && PostShader != null;
set => _getScreenTexture = value;
}
/// <summary>
/// If true, this raise a entity system event before rendering this sprite, allowing systems to modify the
/// shader parameters. Usually this can just be done via a frame-update, but some shaders require
/// information about the viewport / eye.
/// </summary>
[DataField("raiseShaderEvent")]
[ViewVariables(VVAccess.ReadWrite)]
public bool RaiseShaderEvent = false;
[ViewVariables] private Dictionary<object, int> LayerMap = new();
[ViewVariables] private bool _layerMapShared;
[ViewVariables] internal List<Layer> Layers = new();
[ViewVariables(VVAccess.ReadWrite)] public uint RenderOrder { get; set; }
public const string LogCategory = "go.comp.sprite";
[ViewVariables(VVAccess.ReadWrite)] public bool IsInert { get; internal set; }
void ISerializationHooks.AfterDeserialization()
{
// Please somebody burn this to the ground. There is so much spaghetti.
IoCManager.InjectDependencies(this);
{
if (!string.IsNullOrWhiteSpace(rsi))
{
var rsiPath = TextureRoot / rsi;
if(resourceCache.TryGetResource(rsiPath, out RSIResource? resource))
{
BaseRSI = resource.RSI;
}
else
{
Logger.ErrorS(LogCategory, "Unable to load RSI '{0}'.", rsiPath);
}
}
}
if (layerDatums.Count == 0)
{
if (state != null || texture != null)
{
layerDatums.Insert(0, new PrototypeLayerData
{
TexturePath = string.IsNullOrWhiteSpace(texture) ? null : texture,
State = string.IsNullOrWhiteSpace(state) ? null : state,
Color = Color.White,
Scale = Vector2.One,
Visible = true,
RenderingStrategy = LayerRenderingStrategy.UseSpriteStrategy,
Cycle = false,
});
state = null;
texture = null;
}
}
if (layerDatums.Count != 0)
{
LayerMap.Clear();
Layers.Clear();
foreach (var datum in layerDatums)
{
AddLayer(datum);
}
_layerMapShared = true;
QueueUpdateRenderTree();
QueueUpdateIsInert();
}
UpdateLocalMatrix();
}
/// <summary>
/// Update this sprite component to visibly match the current state of other at the time
/// this is called. Does not keep them perpetually in sync.
/// This does some deep copying thus exerts some gc pressure, so avoid this for hot code paths.
/// </summary>
public void CopyFrom(SpriteComponent other)
{
//deep copying things to avoid entanglement
_baseRsi = other._baseRsi;
_bounds = other._bounds;
_visible = other._visible;
_layerMapShared = other._layerMapShared;
color = other.color;
offset = other.offset;
rotation = other.rotation;
scale = other.scale;
UpdateLocalMatrix();
drawDepth = other.drawDepth;
_screenLock = other._screenLock;
DirectionOverride = other.DirectionOverride;
EnableDirectionOverride = other.EnableDirectionOverride;
Layers = new List<Layer>(other.Layers.Count);
foreach (var otherLayer in other.Layers)
{
Layers.Add(new Layer(otherLayer, this));
}
IsInert = other.IsInert;
LayerMap = other.LayerMap.ToDictionary(entry => entry.Key,
entry => entry.Value);
if (other.PostShader != null)
{
// only need to copy the shader if it's mutable
PostShader = other.PostShader.Mutable ? other.PostShader.Duplicate() : other.PostShader;
}
else
{
PostShader = null;
}
RenderOrder = other.RenderOrder;
GranularLayersRendering = other.GranularLayersRendering;
}
internal void UpdateLocalMatrix()
{
LocalMatrix = Matrix3.CreateTransform(in offset, in rotation, in scale);
}
public Matrix3 GetLocalMatrix()
{
return LocalMatrix;
}
/// <inheritdoc />
public void LayerMapSet(object key, int layer)
{
if (layer < 0 || layer >= Layers.Count)
{
throw new ArgumentOutOfRangeException();
}
_layerMapEnsurePrivate();
LayerMap.Add(key, layer);
}
/// <inheritdoc />
public void LayerMapRemove(object key)
{
_layerMapEnsurePrivate();
LayerMap.Remove(key);
}
/// <inheritdoc />
public int LayerMapGet(object key)
{
return LayerMap[key];
}
/// <inheritdoc />
public bool LayerMapTryGet(object key, out int layer, bool logError = false)
{
var result = LayerMap.TryGetValue(key, out layer);
if (!result && logError)
{
Logger.ErrorS(LogCategory, "{0} - Layer with key '{1}' does not exist! Trace:\n{2}",
entities.ToPrettyString(Owner), key, Environment.StackTrace);
}
return result;
}
public bool TryGetLayer(int index, [NotNullWhen(true)] out Layer? layer, bool logError = false)
{
if (index < Layers.Count)
{
layer = Layers[index];
return true;
}
if (logError)
{
Logger.ErrorS(LogCategory, "{0} - Layer index '{1}' does not exist! Trace:\n{2}",
entities.ToPrettyString(Owner), index, Environment.StackTrace);
}
layer = null;
return false;
}
public bool LayerExists(int layer, bool logError = true) => TryGetLayer(layer, out _, logError);
public bool LayerExists(object key, bool logError = false) => LayerMapTryGet(key, out _, logError);
private void _layerMapEnsurePrivate()
{
if (!_layerMapShared)
{
return;
}
LayerMap = LayerMap.ShallowClone();
_layerMapShared = false;
}
public int LayerMapReserveBlank(object key)
{
if (LayerMapTryGet(key, out var index))
{
return index;
}
index = AddBlankLayer();
LayerMapSet(key, index);
return index;
}
public int AddBlankLayer(int? newIndex = null)
{
var layer = new Layer(this);
return AddLayer(layer, newIndex);
}
/// <summary>
/// Add a new layer based on some <see cref="PrototypeLayerData"/>.
/// </summary>
public int AddLayer(PrototypeLayerData layerDatum, int? newIndex = null)
{
var layer = new Layer(this);
var index = AddLayer(layer, newIndex);
LayerSetData(index, layerDatum);
return index;
}
public int AddLayer(string texturePath, int? newIndex = null)
{
return AddLayer(new ResPath(texturePath), newIndex);
}
public int AddLayer(ResPath texturePath, int? newIndex = null)
{
if (!resourceCache.TryGetResource<TextureResource>(TextureRoot / texturePath, out var texture))
{
if (texturePath.Extension == "rsi")
{
Logger.ErrorS(LogCategory,
"Expected texture but got rsi '{0}', did you mean 'sprite:' instead of 'texture:'?",
texturePath);
}
Logger.ErrorS(LogCategory, "Unable to load texture '{0}'. Trace:\n{1}", texturePath,
Environment.StackTrace);
}
return AddLayer(texture?.Texture, newIndex);
}
public int AddLayer(Texture? texture, int? newIndex = null)
{
var layer = new Layer(this) { Texture = texture };
return AddLayer(layer, newIndex);
}
public int AddLayer(RSI.StateId stateId, int? newIndex = null)
{
var layer = new Layer(this) { State = stateId };
if (BaseRSI != null && BaseRSI.TryGetState(stateId, out var state))
{
layer.AnimationTimeLeft = state.GetDelay(0);
}
else
{
Logger.ErrorS(LogCategory, "State does not exist in RSI: '{0}'. Trace:\n{1}", stateId,
Environment.StackTrace);
}
return AddLayer(layer, newIndex);
}
public int AddLayerState(string stateId, int? newIndex = null)
{
return AddLayer(new RSI.StateId(stateId), newIndex);
}
public int AddLayer(RSI.StateId stateId, string rsiPath, int? newIndex = null)
{
return AddLayer(stateId, new ResPath(rsiPath), newIndex);
}
public int AddLayerState(string stateId, string rsiPath, int? newIndex = null)
{
return AddLayer(new RSI.StateId(stateId), rsiPath, newIndex);
}
public int AddLayer(RSI.StateId stateId, ResPath rsiPath, int? newIndex = null)
{
if (!resourceCache.TryGetResource<RSIResource>(TextureRoot / rsiPath, out var res))
{
Logger.ErrorS(LogCategory, "Unable to load RSI '{0}'. Trace:\n{1}", rsiPath, Environment.StackTrace);
}
return AddLayer(stateId, res?.RSI, newIndex);
}
public int AddLayerState(string stateId, ResPath rsiPath, int? newIndex = null)
{
return AddLayer(new RSI.StateId(stateId), rsiPath, newIndex);
}
public int AddLayer(RSI.StateId stateId, RSI? rsi, int? newIndex = null)
{
var layer = new Layer(this) { State = stateId, RSI = rsi };
if (rsi != null && rsi.TryGetState(stateId, out var state))
{
layer.AnimationTimeLeft = state.GetDelay(0);
}
else
{
Logger.ErrorS(LogCategory, "State does not exist in RSI: '{0}'. Trace:\n{1}", stateId,
Environment.StackTrace);
}
return AddLayer(layer, newIndex);
}
public int AddLayerState(string stateId, RSI rsi, int? newIndex = null)
{
return AddLayer(new RSI.StateId(stateId), rsi, newIndex);
}
public int AddLayer(SpriteSpecifier specifier, int? newIndex = null)
{
switch (specifier)
{
case SpriteSpecifier.Texture tex:
return AddLayer(tex.TexturePath, newIndex);
case SpriteSpecifier.Rsi rsi:
return AddLayerState(rsi.RsiState, rsi.RsiPath, newIndex);
default:
throw new NotImplementedException();
}
}
private int AddLayer(Layer layer, int? newIndex)
{
int index;
if (newIndex.HasValue)
{
Layers.Insert(newIndex.Value, layer);
foreach (var kv in LayerMap)
{
if (kv.Value >= newIndex.Value)
{
LayerMap[kv.Key] = kv.Value + 1;
}
}
index = newIndex.Value;
}
else
{
Layers.Add(layer);
index = Layers.Count - 1;
}
RebuildBounds();
QueueUpdateIsInert();
return index;
}
public void RemoveLayer(int layer)
{
if (!LayerExists(layer))
return;
Layers.RemoveAt(layer);
foreach (var kv in LayerMap)
{
if (kv.Value == layer)
{
LayerMap.Remove(kv.Key);
}
else if (kv.Value > layer)
{
LayerMap[kv.Key] = kv.Value - 1;
}
}
RebuildBounds();
QueueUpdateIsInert();
}
public void RemoveLayer(object layerKey)
{
if (!LayerMapTryGet(layerKey, out var layer, true))
return;
RemoveLayer(layer);
}
private void RebuildBounds()
{
_bounds = new Box2();
foreach (var layer in Layers)
{
if (!layer.Visible || layer.Blank) continue;
_bounds = _bounds.Union(layer.CalculateBoundingBox());
}
_bounds = _bounds.Scale(Scale);
QueueUpdateRenderTree();
}
/// <summary>
/// Fills in a layer's values using some <see cref="PrototypeLayerData"/>.
/// </summary>
public void LayerSetData(int index, PrototypeLayerData layerDatum)
{
if (!TryGetLayer(index, out var layer))
return;
if (!string.IsNullOrWhiteSpace(layerDatum.RsiPath))
{
var path = TextureRoot / layerDatum.RsiPath;
if (resourceCache.TryGetResource(path, out RSIResource? resource))
{
layer.RSI = resource.RSI;
}
else
{
Logger.ErrorS(LogCategory, "Unable to load layer RSI '{0}'.", path);
}
}
if (!string.IsNullOrWhiteSpace(layerDatum.State))
{
var theRsi = layer.RSI ?? BaseRSI;
if (theRsi == null)
{
Logger.ErrorS(LogCategory,
"Layer has no RSI to load states from. Cannot use 'state' property. ({0})",
layerDatum.State);
}
else
{
var stateid = new RSI.StateId(layerDatum.State);
layer.State = stateid;
if (theRsi.TryGetState(stateid, out var state))
{
// Always use south because this layer will be cached in the serializer.
layer.AnimationTimeLeft = state.GetDelay(0);
layer.AnimationTime = 0;
layer.AnimationFrame = 0;
}
else
{
Logger.ErrorS(LogCategory,
$"State '{stateid}' not found in RSI: '{theRsi.Path}'.",
stateid);
}
}
}
if (!string.IsNullOrWhiteSpace(layerDatum.TexturePath))
{
if (layer.State.IsValid)
{
Logger.ErrorS(LogCategory,
"Cannot specify 'texture' on a layer if it has an RSI state specified."
);
}
else
{
layer.Texture =
resourceCache.GetResource<TextureResource>(TextureRoot / layerDatum.TexturePath);
}
}
if (layerDatum.Shader != null)
{
if (layerDatum.Shader == string.Empty)
{
layer.ShaderPrototype = null;
layer.Shader = null;
}
else if (prototypes.TryIndex<ShaderPrototype>(layerDatum.Shader, out var prototype))
{
layer.ShaderPrototype = layerDatum.Shader;
layer.Shader = prototype.Instance();
}
else
{
Logger.ErrorS(LogCategory,
"Shader prototype '{0}' does not exist.",
layerDatum.Shader);
}
}
if (layerDatum.MapKeys != null)
{
foreach (var keyString in layerDatum.MapKeys)
{
var key = ParseKey(keyString);
if (LayerMap.TryGetValue(key, out var mappedIndex))
{
if (mappedIndex != index)
Logger.ErrorS(LogCategory, "Duplicate layer map key definition: {0}", key);
continue;
}
_layerMapEnsurePrivate();
LayerMap[key] = index;
}
}
layer.RenderingStrategy = layerDatum.RenderingStrategy ?? layer.RenderingStrategy;
layer.Cycle = layerDatum.Cycle;
layer.Color = layerDatum.Color ?? layer.Color;
layer._rotation = layerDatum.Rotation ?? layer._rotation;
layer._offset = layerDatum.Offset ?? layer._offset;
layer._scale = layerDatum.Scale ?? layer._scale;
layer.UpdateLocalMatrix();
// If neither state: nor texture: were provided we assume that they want a blank invisible layer.
layer.Visible = layerDatum.Visible ?? layer.Visible;
if (layerDatum.CopyToShaderParameters is { } copyParameters)
{
layer.CopyToShaderParameters = new CopyToShaderParameters(ParseKey(copyParameters.LayerKey))
{
ParameterTexture = copyParameters.ParameterTexture,
ParameterUV = copyParameters.ParameterUV
};
}
else
{
layer.CopyToShaderParameters = null;
}
RebuildBounds();
}
private object ParseKey(string keyString)
{
if (reflection.TryParseEnumReference(keyString, out var @enum))
return @enum;
return keyString;
}
public void LayerSetData(object layerKey, PrototypeLayerData data)
{
if (!LayerMapTryGet(layerKey, out var layer, true))
return;
LayerSetData(layer, data);
}
public void LayerSetShader(int layer, ShaderInstance? shader, string? prototype = null)
{
if (!TryGetLayer(layer, out var theLayer, true))
return;
theLayer.Shader = shader;
theLayer.ShaderPrototype = prototype;
}
public void LayerSetShader(object layerKey, ShaderInstance shader, string? prototype = null)
{
if (!LayerMapTryGet(layerKey, out var layer, true))
return;
LayerSetShader(layer, shader, prototype);
}
public void LayerSetShader(int layer, string shaderName)
{
if (!prototypes.TryIndex<ShaderPrototype>(shaderName, out var prototype))
{
Logger.ErrorS(LogCategory, "Shader prototype '{0}' does not exist. Trace:\n{1}", shaderName,
Environment.StackTrace);
LayerSetShader(layer, null, null);
return;
}
LayerSetShader(layer, prototype.Instance(), shaderName);
}
public void LayerSetShader(object layerKey, string shaderName)
{
if (!LayerMapTryGet(layerKey, out var layer, true))
return;
LayerSetShader(layer, shaderName);
}
public void LayerSetSprite(int layer, SpriteSpecifier specifier)
{
switch (specifier)
{
case SpriteSpecifier.Texture tex:
LayerSetTexture(layer, tex.TexturePath);
break;
case SpriteSpecifier.Rsi rsi:
LayerSetState(layer, rsi.RsiState, rsi.RsiPath);
break;
default:
throw new NotImplementedException();
}
}
public void LayerSetSprite(object layerKey, SpriteSpecifier specifier)
{
if (!LayerMapTryGet(layerKey, out var layer, true))
return;
LayerSetSprite(layer, specifier);
}
public void LayerSetTexture(int layer, Texture? texture)
{
if (!TryGetLayer(layer, out var theLayer, true))
return;
theLayer.SetTexture(texture);
QueueUpdateIsInert();
RebuildBounds();
}
public void LayerSetTexture(object layerKey, Texture texture)
{
if (!LayerMapTryGet(layerKey, out var layer, true))
return;
LayerSetTexture(layer, texture);
}
public void LayerSetTexture(int layer, string texturePath)
{
LayerSetTexture(layer, new ResPath(texturePath));
}
public void LayerSetTexture(object layerKey, string texturePath)
{
LayerSetTexture(layerKey, new ResPath(texturePath));
}
public void LayerSetTexture(int layer, ResPath texturePath)
{
if (!resourceCache.TryGetResource<TextureResource>(TextureRoot / texturePath, out var texture))
{
if (texturePath.Extension == "rsi")
{
Logger.ErrorS(LogCategory,
"Expected texture but got rsi '{0}', did you mean 'sprite:' instead of 'texture:'?",
texturePath);
}
Logger.ErrorS(LogCategory, "Unable to load texture '{0}'. Trace:\n{1}", texturePath,
Environment.StackTrace);
}
LayerSetTexture(layer, texture?.Texture);
}
public void LayerSetTexture(object layerKey, ResPath texturePath)
{
if (!LayerMapTryGet(layerKey, out var layer, true))
return;
LayerSetTexture(layer, texturePath);
}
public void LayerSetState(int layer, RSI.StateId stateId)
{
if (!TryGetLayer(layer, out var theLayer, true))
return;
theLayer.SetState(stateId);
RebuildBounds();
}
public void LayerSetState(object layerKey, RSI.StateId stateId)
{
if (!LayerMapTryGet(layerKey, out var layer, true))
return;
LayerSetState(layer, stateId);
}
public void LayerSetState(int layer, RSI.StateId stateId, RSI? rsi)
{
if (!TryGetLayer(layer, out var theLayer, true))
return;
theLayer.State = stateId;
theLayer.RSI = rsi;
var actualRsi = theLayer.RSI ?? BaseRSI;
if (actualRsi == null)
{
Logger.ErrorS(LogCategory, "No RSI to pull new state from! Trace:\n{0}", Environment.StackTrace);
theLayer.Texture = null;
}
else
{
if (actualRsi.TryGetState(stateId, out var state))
{
theLayer.AnimationFrame = 0;
theLayer.AnimationTime = 0;
theLayer.AnimationTimeLeft = state.GetDelay(0);
}
else
{
Logger.ErrorS(LogCategory, "State '{0}' does not exist in RSI {1}. Trace:\n{2}", stateId,
actualRsi.Path, Environment.StackTrace);
theLayer.Texture = null;
}
}
QueueUpdateIsInert();
RebuildBounds();
}
public void LayerSetState(object layerKey, RSI.StateId stateId, RSI rsi)
{
if (!LayerMapTryGet(layerKey, out var layer, true))
return;
LayerSetState(layer, stateId, rsi);
}
public void LayerSetState(int layer, RSI.StateId stateId, string rsiPath)
{
LayerSetState(layer, stateId, new ResPath(rsiPath));
}
public void LayerSetState(object layerKey, RSI.StateId stateId, string rsiPath)
{
LayerSetState(layerKey, stateId, new ResPath(rsiPath));
}
public void LayerSetState(int layer, RSI.StateId stateId, ResPath rsiPath)
{
if (!resourceCache.TryGetResource<RSIResource>(TextureRoot / rsiPath, out var res))
{
Logger.ErrorS(LogCategory, "Unable to load RSI '{0}'. Trace:\n{1}", rsiPath, Environment.StackTrace);
}
LayerSetState(layer, stateId, res?.RSI);
}
public void LayerSetState(object layerKey, RSI.StateId stateId, ResPath rsiPath)
{
if (!LayerMapTryGet(layerKey, out var layer, true))
return;
LayerSetState(layer, stateId, rsiPath);
}
public void LayerSetRSI(int layer, RSI? rsi)
{
if (!TryGetLayer(layer, out var theLayer, true))
return;
theLayer.SetRsi(rsi);
RebuildBounds();
}
public void LayerSetRSI(object layerKey, RSI rsi)
{
if (!LayerMapTryGet(layerKey, out var layer, true))
return;
LayerSetRSI(layer, rsi);
}
public void LayerSetRSI(int layer, string rsiPath)
{
LayerSetRSI(layer, new ResPath(rsiPath));
}
public void LayerSetRSI(object layerKey, string rsiPath)
{
LayerSetRSI(layerKey, new ResPath(rsiPath));
}
public void LayerSetRSI(int layer, ResPath rsiPath)
{
if (!resourceCache.TryGetResource<RSIResource>(TextureRoot / rsiPath, out var res))
{
Logger.ErrorS(LogCategory, "Unable to load RSI '{0}'. Trace:\n{1}", rsiPath, Environment.StackTrace);
}
LayerSetRSI(layer, res?.RSI);
}
public void LayerSetRSI(object layerKey, ResPath rsiPath)
{
if (!LayerMapTryGet(layerKey, out var layer, true))
return;
LayerSetRSI(layer, rsiPath);
}
public void LayerSetScale(int layer, Vector2 scale)
{
if (!TryGetLayer(layer, out var theLayer, true))
return;
theLayer.Scale = scale;
RebuildBounds();
}
public void LayerSetScale(object layerKey, Vector2 scale)
{
if (!LayerMapTryGet(layerKey, out var layer, true))
return;
LayerSetScale(layer, scale);
}
public void LayerSetRotation(int layer, Angle rotation)
{
if (!TryGetLayer(layer, out var theLayer, true))
return;
theLayer.Rotation = rotation;
RebuildBounds();
}
public void LayerSetRotation(object layerKey, Angle rotation)
{
if (!LayerMapTryGet(layerKey, out var layer, true))
return;
LayerSetRotation(layer, rotation);
}
public void LayerSetVisible(int layer, bool visible)
{
if (!TryGetLayer(layer, out var theLayer, true))
return;
theLayer.Visible = visible;
}
public void LayerSetVisible(object layerKey, bool visible)
{
if (!LayerMapTryGet(layerKey, out var layer, true))
return;
LayerSetVisible(layer, visible);
}
public void LayerSetColor(int layer, Color color)
{
if (!TryGetLayer(layer, out var theLayer, true))
return;
theLayer.Color = color;
RebuildBounds();
}
public void LayerSetColor(object layerKey, Color color)
{
if (!LayerMapTryGet(layerKey, out var layer, true))
return;
LayerSetColor(layer, color);
}
public void LayerSetDirOffset(int layer, DirectionOffset offset)
{
if (!TryGetLayer(layer, out var theLayer, true))
return;
theLayer.DirOffset = offset;
RebuildBounds();
}
public void LayerSetDirOffset(object layerKey, DirectionOffset offset)
{
if (!LayerMapTryGet(layerKey, out var layer, true))
return;
LayerSetDirOffset(layer, offset);
}
public void LayerSetAnimationTime(int layer, float animationTime)
{
if (!TryGetLayer(layer, out var theLayer, true))
return;
theLayer.SetAnimationTime(animationTime);
}
public void LayerSetAnimationTime(object layerKey, float animationTime)
{
if (!LayerMapTryGet(layerKey, out var layer, true))
return;
LayerSetAnimationTime(layer, animationTime);
}
public void LayerSetAutoAnimated(int layer, bool autoAnimated)
{
if (!TryGetLayer(layer, out var theLayer, true))
return;
theLayer.AutoAnimated = autoAnimated;
}
public void LayerSetAutoAnimated(object layerKey, bool autoAnimated)
{
if (!LayerMapTryGet(layerKey, out var layer, true))
return;
LayerSetAutoAnimated(layer, autoAnimated);
}
public void LayerSetOffset(int layer, Vector2 layerOffset)
{
if (!TryGetLayer(layer, out var theLayer, true))
return;
theLayer.Offset = layerOffset;
RebuildBounds();
}
public void LayerSetOffset(object layerKey, Vector2 layerOffset)
{
if (!LayerMapTryGet(layerKey, out var layer, true))
return;
LayerSetOffset(layer, layerOffset);
}
public void LayerSetRenderingStrategy(int layer, LayerRenderingStrategy renderingStrategy)
{
if (!TryGetLayer(layer, out var theLayer, true))
return;
theLayer.RenderingStrategy = renderingStrategy;
}
public void LayerSetRenderingStrategy(object layerKey, LayerRenderingStrategy renderingStrategy)
{
if (!LayerMapTryGet(layerKey, out var layer, true))
return;
LayerSetRenderingStrategy(layer, renderingStrategy);
}
/// <inheritdoc />
public RSI.StateId LayerGetState(int layer)
{
if (!TryGetLayer(layer, out var theLayer, true))
return default;
return theLayer.State;
}
public RSI? LayerGetActualRSI(int layer)
{
return this[layer].ActualRsi;
}
public RSI? LayerGetActualRSI(object layerKey)
{
return this[layerKey].ActualRsi;
}
public ISpriteLayer this[int layer] => Layers[layer];
public ISpriteLayer this[Index layer] => Layers[layer];
public ISpriteLayer this[object layerKey] => this[LayerMap[layerKey]];
public IEnumerable<ISpriteLayer> AllLayers => Layers;
// Lobby SpriteView rendering path
public void Render(DrawingHandleWorld drawingHandle, Angle eyeRotation, Angle worldRotation, Direction? overrideDirection = null, Vector2 position = default)
{
RenderInternal(drawingHandle, eyeRotation, worldRotation, position, overrideDirection);
}
[DataField("noRot")] private bool _screenLock = false;
/// <summary>
/// If the sprite only has 1 direction should it snap at cardinals if rotated.
/// </summary>
[ViewVariables(VVAccess.ReadWrite)]
public bool SnapCardinals
{
get => _snapCardinals;
set
{
if (value == _snapCardinals)
return;
_snapCardinals = value;
RebuildBounds();
}
}
[DataField("snapCardinals")]
private bool _snapCardinals = false;
[DataField("overrideDir")]
[ViewVariables(VVAccess.ReadWrite)]
public Direction DirectionOverride = Direction.East;
[DataField("enableOverrideDir")]
[ViewVariables(VVAccess.ReadWrite)]
public bool EnableDirectionOverride;
/// <inheritdoc />
[ViewVariables(VVAccess.ReadWrite)]
public bool NoRotation { get => _screenLock; set => _screenLock = value; }
internal void RenderInternal(DrawingHandleWorld drawingHandle, Angle eyeRotation, Angle worldRotation, Vector2 worldPosition, Direction? overrideDirection)
{
var angle = worldRotation + eyeRotation; // angle on-screen. Used to decide the direction of 4/8 directional RSIs
angle = angle.Reduced().FlipPositive(); // Reduce the angles to fix math shenanigans
var cardinal = Angle.Zero;
// If we have a 1-directional sprite then snap it to try and always face it south if applicable.
if (!NoRotation && SnapCardinals)
{
cardinal = angle.GetCardinalDir().ToAngle();
}
// worldRotation + eyeRotation should be the angle of the entity on-screen. If no-rot is enabled this is just set to zero.
// However, at some point later the eye-matrix is applied separately, so we subtract -eye rotation for now:
var entityMatrix = Matrix3.CreateTransform(worldPosition, NoRotation ? -eyeRotation : worldRotation - cardinal);
Matrix3.Multiply(in LocalMatrix, in entityMatrix, out var transformSprite);
if (GranularLayersRendering)
{
//Default rendering
entityMatrix = Matrix3.CreateTransform(worldPosition, worldRotation);
Matrix3.Multiply(in LocalMatrix, in entityMatrix, out var transformDefault);
//Snap to cardinals
entityMatrix = Matrix3.CreateTransform(worldPosition, worldRotation - angle.GetCardinalDir().ToAngle());
Matrix3.Multiply(in LocalMatrix, in entityMatrix, out var transformSnap);
//No rotation
entityMatrix = Matrix3.CreateTransform(worldPosition, -eyeRotation);
Matrix3.Multiply(in LocalMatrix, in entityMatrix, out var transformNoRot);
foreach (var layer in Layers) {
switch (layer.RenderingStrategy)
{
case LayerRenderingStrategy.NoRotation:
layer.Render(drawingHandle, ref transformNoRot, angle, overrideDirection);
break;
case LayerRenderingStrategy.SnapToCardinals:
layer.Render(drawingHandle, ref transformSnap, angle, overrideDirection);
break;
case LayerRenderingStrategy.Default:
layer.Render(drawingHandle, ref transformDefault, angle, overrideDirection);
break;
case LayerRenderingStrategy.UseSpriteStrategy:
layer.Render(drawingHandle, ref transformSprite, angle, overrideDirection);
break;
default:
Logger.Error($"Tried to render a layer with unknown rendering stragegy: {layer.RenderingStrategy}");
break;
}
}
}
else
{
foreach (var layer in Layers)
{
layer.Render(drawingHandle, ref transformSprite, angle, overrideDirection);
}
}
}
public int GetLayerDirectionCount(ISpriteLayer layer)
{
if (!layer.RsiState.IsValid)
return 1;
// Pull texture from RSI state instead.
var rsi = layer.Rsi ?? BaseRSI;
if (rsi == null || !rsi.TryGetState(layer.RsiState, out var state))
{
state = GetFallbackState(resourceCache);
}
return state.RsiDirections switch
{
RsiDirectionType.Dir1 => 1,
RsiDirectionType.Dir4 => 4,
RsiDirectionType.Dir8 => 8,
_ => throw new ArgumentOutOfRangeException()
};
}
private void QueueUpdateRenderTree()
{
if (TreeUpdateQueued || !Owner.IsValid())
return;
// TODO whenever sprite comp gets ECS'd , just make this a direct method call.
var ev = new QueueSpriteTreeUpdateEvent(entities.GetComponent<TransformComponent>(Owner));
entities.EventBus.RaiseComponentEvent(this, ref ev);
}
private void QueueUpdateIsInert()
{
if (_inertUpdateQueued || !Owner.IsValid())
return;
// TODO whenever sprite comp gets ECS'd , just make this a direct method call.
var ev = new SpriteUpdateInertEvent();
entities.EventBus.RaiseComponentEvent(this, ref ev);
}
[Obsolete("Use SpriteSystem instead.")]
internal static RSI.State GetFallbackState(IResourceCache cache)
{
var rsi = cache.GetResource<RSIResource>("/Textures/error.rsi").RSI;
return rsi["error"];
}
public string GetDebugString()
{
var builder = new StringBuilder();
builder.AppendFormat(
"vis/depth/scl/rot/ofs/col/norot/override/dir: {0}/{1}/{2}/{3}/{4}/{5}/{6}/{8}/{7}\n",
Visible, DrawDepth, Scale, Rotation, Offset,
Color, NoRotation, entities.GetComponent<TransformComponent>(Owner).WorldRotation.ToRsiDirection(RsiDirectionType.Dir8),
DirectionOverride
);
foreach (var layer in Layers)
{
builder.AppendFormat(
"shad/tex/rsi/state/ant/anf/scl/rot/vis/col/dofs/renderstrat: {0}/{1}/{2}/{3}/{4}/{5}/{6}/{7}/{8}/{9}/{10}/{11}\n",
// These are references and don't include useful data for knowing where they came from, sadly.
// "is one set" is better than nothing at least.
layer.Shader != null, layer.Texture != null, layer.RSI != null,
layer.State,
layer.AnimationTimeLeft, layer.AnimationFrame, layer.Scale, layer.Rotation, layer.Visible,
layer.Color, layer.DirOffset, layer.RenderingStrategy
);
}
return builder.ToString();
}
/// <inheritdoc/>
public Box2Rotated CalculateRotatedBoundingBox(Vector2 worldPosition, Angle worldRotation, Angle eyeRot)
{
// fast check for empty sprites
if (!Visible || Layers.Count == 0)
{
return new Box2Rotated(new Box2(worldPosition, worldPosition), Angle.Zero, worldPosition);
}
// We need to modify world rotation so that it lies between 0 and 2pi.
// This matters for 4 or 8 directional sprites deciding which quadrant (octant?) they lie in.
// the 0->2pi convention is set by the sprite-rendering code that selects the layers.
// See RenderInternal().
worldRotation = worldRotation.Reduced();
if (worldRotation.Theta < 0)
worldRotation = new Angle(worldRotation.Theta + Math.Tau);
// Next, what we do is take the box2 and apply the sprite's transform, and then the entity's transform. We
// could do this via Matrix3.TransformBox, but that only yields bounding boxes. So instead we manually
// transform our box by the combination of these matrices:
Angle finalRotation = NoRotation
? Rotation - eyeRot
: Rotation + worldRotation;
// slightly faster path if offset == 0 (true for 99.9% of sprites)
if (Offset == Vector2.Zero)
return new Box2Rotated(Bounds.Translated(worldPosition), finalRotation, worldPosition);
var adjustedOffset = NoRotation
? (-eyeRot).RotateVec(Offset)
: worldRotation.RotateVec(Offset);
Vector2 position = adjustedOffset + worldPosition;
return new Box2Rotated(Bounds.Translated(position), finalRotation, position);
}
/// <summary>
/// Enum to "offset" a cardinal direction.
/// </summary>
public enum DirectionOffset : byte
{
/// <summary>
/// No offset.
/// </summary>
None = 0,
/// <summary>
/// Rotate direction clockwise. (North -> East, etc...)
/// </summary>
Clockwise = 1,
/// <summary>
/// Rotate direction counter-clockwise. (North -> West, etc...)
/// </summary>
CounterClockwise = 2,
/// <summary>
/// Rotate direction 180 degrees, so flip. (North -> South, etc...)
/// </summary>
Flip = 3,
}
public sealed class Layer : ISpriteLayer, ISerializationHooks
{
[ViewVariables] private readonly SpriteComponent _parent;
[ViewVariables] public string? ShaderPrototype;
[ViewVariables] public ShaderInstance? Shader;
[ViewVariables] public Texture? Texture;
private RSI? _rsi;
[ViewVariables] public RSI? RSI
{
get => _rsi;
set
{
if (_rsi == value)
return;
_rsi = value;
UpdateActualState();
}
}
private RSI.StateId _state;
[ViewVariables] public RSI.StateId State
{
get => _state;
set
{
if (_state == value)
return;
_state = value;
UpdateActualState();
}
}
[ViewVariables] public float AnimationTimeLeft;
[ViewVariables] public float AnimationTime;
[ViewVariables] public int AnimationFrame;
/// <summary>
/// Is the animation currently playing in reverse.
/// </summary>
[ViewVariables] public bool Reversed { get; internal set; }
/// <summary>
/// If every animation delay finishes do we reverse it.
/// </summary>
/// <remarks>
/// Only applies if the state is auto-animated.
/// </remarks>
[ViewVariables] public bool Cycle;
private RSI.State? _actualState;
[ViewVariables] public RSI.State? ActualState => _actualState;
public Matrix3 LocalMatrix = Matrix3.Identity;
[ViewVariables(VVAccess.ReadWrite)]
public Vector2 Scale
{
get => _scale;
set
{
if (_scale.EqualsApprox(value)) return;
if (MathF.Abs(value.X) < 0.005f || MathF.Abs(value.Y) < 0.005f)
{
// Scales of ~0.0025 or lower can lead to singular matrices due to rounding errors.
Logger.Error($"Attempted to set layer sprite scale to very small values. Entity: {_parent.entities.ToPrettyString(_parent.Owner)}. Scale: {value}");
return;
}
_scale = value;
UpdateLocalMatrix();
_parent.RebuildBounds();
}
}
internal Vector2 _scale = Vector2.One;
[ViewVariables(VVAccess.ReadWrite)]
public Angle Rotation
{
get => _rotation;
set
{
if (_rotation.EqualsApprox(value)) return;
_rotation = value;
UpdateLocalMatrix();
_parent.RebuildBounds();
}
}
internal Angle _rotation = Angle.Zero;
private bool _visible = true;
[ViewVariables(VVAccess.ReadWrite)]
public bool Visible
{
get => _visible;
set
{
if (_visible == value)
return;
_visible = value;
_parent.QueueUpdateIsInert();
_parent.RebuildBounds();
}
}
[ViewVariables]
public bool Blank => !State.IsValid && Texture == null;
[ViewVariables(VVAccess.ReadWrite)]
public Color Color { get; set; } = Color.White;
private bool _autoAnimated = true;
[ViewVariables(VVAccess.ReadWrite)]
public bool AutoAnimated
{
get => _autoAnimated;
set
{
if (_autoAnimated == value)
return;
_autoAnimated = value;
_parent.QueueUpdateIsInert();
}
}
[ViewVariables(VVAccess.ReadWrite)]
public Vector2 Offset
{
get => _offset;
set
{
if (_offset.EqualsApprox(value)) return;
_offset = value;
UpdateLocalMatrix();
_parent.RebuildBounds();
}
}
internal Vector2 _offset;
[ViewVariables]
public DirectionOffset DirOffset { get; set; }
[ViewVariables]
public RSI? ActualRsi => RSI ?? _parent.BaseRSI;
/// <summary>
/// Whether the current layer have a specific rendering method (e.g no rotation or snap to cardinal)
/// The sprite GranularLayersRendering var must be set to true for this to have any effect.
/// </summary>
[ViewVariables]
public LayerRenderingStrategy RenderingStrategy = LayerRenderingStrategy.UseSpriteStrategy;
[ViewVariables(VVAccess.ReadWrite)]
public CopyToShaderParameters? CopyToShaderParameters;
public Layer(SpriteComponent parent)
{
_parent = parent;
}
public Layer(Layer toClone, SpriteComponent parentSprite)
{
_parent = parentSprite;
if (toClone.Shader != null)
{
Shader = toClone.Shader.Mutable ? toClone.Shader.Duplicate() : toClone.Shader;
ShaderPrototype = toClone.ShaderPrototype;
}
Texture = toClone.Texture;
RSI = toClone.RSI;
State = toClone.State;
AnimationTimeLeft = toClone.AnimationTimeLeft;
AnimationTime = toClone.AnimationTime;
AnimationFrame = toClone.AnimationFrame;
_scale = toClone.Scale;
_rotation = toClone.Rotation;
_offset = toClone.Offset;
UpdateLocalMatrix();
_visible = toClone._visible;
Color = toClone.Color;
DirOffset = toClone.DirOffset;
_autoAnimated = toClone._autoAnimated;
RenderingStrategy = toClone.RenderingStrategy;
if (toClone.CopyToShaderParameters is { } copyToShaderParameters)
CopyToShaderParameters = new CopyToShaderParameters(copyToShaderParameters);
}
void ISerializationHooks.AfterDeserialization()
{
UpdateLocalMatrix();
}
internal void UpdateLocalMatrix()
{
LocalMatrix = Matrix3.CreateTransform(in _offset, in _rotation, in _scale);
}
RSI? ISpriteLayer.Rsi { get => RSI; set => SetRsi(value); }
RSI.StateId ISpriteLayer.RsiState { get => State; set => SetState(value); }
Texture? ISpriteLayer.Texture { get => Texture; set => SetTexture(value); }
public PrototypeLayerData ToPrototypeData()
{
return new PrototypeLayerData
{
Color = Color,
Rotation = Rotation,
Scale = Scale,
Shader = ShaderPrototype,
State = State.Name,
Visible = Visible,
RsiPath = RSI?.Path.CanonPath,
RenderingStrategy = RenderingStrategy,
//todo TexturePath = Textur
//todo MapKeys
};
}
float ISpriteLayer.AnimationTime
{
get => AnimationTime;
set => SetAnimationTime(value);
}
int ISpriteLayer.AnimationFrame => AnimationFrame;
public RsiDirection EffectiveDirection(Angle worldRotation)
{
if (State == default)
{
return default;
}
var rsi = ActualRsi;
if (rsi == null)
{
return default;
}
if (rsi.TryGetState(State, out var state))
{
return EffectiveDirection(state, worldRotation, null);
}
return default;
}
public RsiDirection EffectiveDirection(RSI.State state, Angle worldRotation,
Direction? overrideDirection)
{
if (state.RsiDirections == RsiDirectionType.Dir1)
{
return RsiDirection.South;
}
else
{
RsiDirection dir;
if (overrideDirection != null)
{
dir = overrideDirection.Value.Convert(state.RsiDirections);
}
else
{
dir = worldRotation.ToRsiDirection(state.RsiDirections);
}
return dir.OffsetRsiDir(DirOffset);
}
}
public void SetAnimationTime(float animationTime)
{
if (!State.IsValid)
{
return;
}
var theLayerRSI = ActualRsi;
if (theLayerRSI == null)
{
return;
}
var state = theLayerRSI[State];
if (animationTime > AnimationTime)
{
// Handle advancing differently from going backwards.
AnimationTimeLeft -= (animationTime - AnimationTime);
}
else
{
// Going backwards we re-calculate from zero.
// Definitely possible to optimize this for going backwards but I'm too lazy to figure that out.
AnimationTimeLeft = -animationTime + state.GetDelay(0);
AnimationFrame = 0;
}
AnimationTime = animationTime;
AdvanceFrameAnimation(state);
}
public void SetAutoAnimated(bool value)
{
AutoAnimated = value;
_parent.QueueUpdateIsInert();
}
public void SetRsi(RSI? rsi)
{
RSI = rsi;
if (!State.IsValid)
{
return;
}
// Gotta do this because somebody might use null as argument (totally valid).
var actualRsi = ActualRsi;
if (actualRsi == null)
{
Logger.ErrorS(LogCategory, "No RSI to pull new state from! Trace:\n{0}", Environment.StackTrace);
Texture = null;
}
else
{
if (actualRsi.TryGetState(State, out var state))
{
AnimationTimeLeft = state.GetDelay(0);
}
else
{
Logger.ErrorS(LogCategory, "State '{0}' does not exist in set RSI ({1}). Trace:\n{2}", State, rsi?.Path.CanonPath ?? "null",
Environment.StackTrace);
Texture = null;
}
}
_parent.QueueUpdateRenderTree();
_parent.QueueUpdateIsInert();
}
public void SetState(RSI.StateId stateId)
{
if (State == stateId)
{
return;
}
State = stateId;
RSI.State? state;
var rsi = ActualRsi;
if (rsi == null)
{
state = GetFallbackState(_parent.resourceCache);
Logger.ErrorS(LogCategory, "No RSI to pull new state from! Trace:\n{0}", Environment.StackTrace);
}
else
{
if (!rsi.TryGetState(stateId, out state))
{
state = GetFallbackState(_parent.resourceCache);
Logger.ErrorS(LogCategory, "State '{0}' does not exist in RSI. Trace:\n{1}", stateId,
Environment.StackTrace);
}
}
AnimationFrame = 0;
AnimationTime = 0;
AnimationTimeLeft = state.GetDelay(0);
_parent.QueueUpdateIsInert();
}
public void SetTexture(Texture? texture)
{
State = default;
Texture = texture;
_parent.QueueUpdateRenderTree();
_parent.QueueUpdateIsInert();
}
/// <inheritdoc/>
public Vector2i PixelSize
{
get
{
var pixelSize = Vector2i.Zero;
if (Texture != null)
{
pixelSize = Texture.Size;
}
else if (ActualRsi != null)
{
pixelSize = ActualRsi.Size;
}
return pixelSize;
}
}
/// <inheritdoc/>
public Box2 CalculateBoundingBox()
{
var textureSize = (Vector2) PixelSize / EyeManager.PixelsPerMeter;
var longestSide = MathF.Max(textureSize.X, textureSize.Y);
var longestRotatedSide = Math.Max(longestSide, (textureSize.X + textureSize.Y) / MathF.Sqrt(2));
Vector2 size;
// If this layer has any form of arbitrary rotation, return a bounding box big enough to cover
// any possible rotation.
if (_rotation != 0)
{
size = new Vector2(longestRotatedSide, longestRotatedSide);
}
else if (_parent.SnapCardinals && (!_parent.GranularLayersRendering || RenderingStrategy == LayerRenderingStrategy.UseSpriteStrategy)
|| _parent.GranularLayersRendering && RenderingStrategy == LayerRenderingStrategy.SnapToCardinals)
{
DebugTools.Assert(_actualState == null || _actualState.RsiDirections == RsiDirectionType.Dir1);
size = new Vector2(longestSide, longestSide);
}
else
{
// Build the bounding box based on how many directions the sprite has
size = (_actualState?.RsiDirections) switch
{
// If we have four cardinal directions, take the longest side of our texture and square it, then turn that into our bounding box.
// This accounts for all possible rotations.
RsiDirectionType.Dir4 => new Vector2(longestSide, longestSide),
// If we have eight directions, find the maximum length of the texture (accounting for rotation), then square it to make
RsiDirectionType.Dir8 => new Vector2(longestRotatedSide, longestRotatedSide),
// If we have only one direction or an invalid RSI state, create a simple bounding box with the size of the texture.
_ => textureSize
};
}
return Box2.CenteredAround(Offset, size * _scale);
}
/// <summary>
/// Update Cached RSI state. State is cached to avoid calling this every time an entity gets drawn.
/// </summary>
internal void UpdateActualState()
{
_parent.QueueUpdateIsInert();
if (!State.IsValid)
{
_actualState = null;
return;
}
// Pull texture from RSI state
var rsi = RSI ?? _parent.BaseRSI;
if (rsi == null || !rsi.TryGetState(State, out _actualState))
{
_actualState = GetFallbackState(_parent.resourceCache);
}
}
/// <summary>
/// Given the apparent rotation of an entity on screen (world + eye rotation), get layer's matrix for drawing &
/// relevant RSI direction.
/// </summary>
public void GetLayerDrawMatrix(RsiDirection dir, out Matrix3 layerDrawMatrix)
{
if (_parent.NoRotation || dir == RsiDirection.South)
layerDrawMatrix = LocalMatrix;
else
{
Matrix3.Multiply(in _rsiDirectionMatrices[(int)dir], in LocalMatrix, out layerDrawMatrix);
}
}
private static Matrix3[] _rsiDirectionMatrices = new Matrix3[]
{
// array order chosen such that this array can be indexed by casing an RSI direction to an int
Matrix3.Identity, // should probably just avoid matrix multiplication altogether if the direction is south.
Matrix3.CreateRotation(-Direction.North.ToAngle()),
Matrix3.CreateRotation(-Direction.East.ToAngle()),
Matrix3.CreateRotation(-Direction.West.ToAngle()),
Matrix3.CreateRotation(-Direction.SouthEast.ToAngle()),
Matrix3.CreateRotation(-Direction.SouthWest.ToAngle()),
Matrix3.CreateRotation(-Direction.NorthEast.ToAngle()),
Matrix3.CreateRotation(-Direction.NorthWest.ToAngle())
};
/// <summary>
/// Converts an angle (between 0 and 2pi) to an RSI direction. This will slightly bias the angle to avoid flickering for
/// 4-directional sprites.
/// </summary>
public static RsiDirection GetDirection(RsiDirectionType dirType, Angle angle)
{
if (dirType == RsiDirectionType.Dir1)
return RsiDirection.South;
else if (dirType == RsiDirectionType.Dir8)
return angle.GetDir().Convert(dirType);
// For 4-directional sprites, as entities are often moving & facing diagonally, we will slightly bias the
// angle to avoid the sprite flickering.
// mod is -0.5 for angles between 0-90 and 180-270, and +0.5 for 90-180 and 270-360
var mod = (Math.Floor(angle.Theta / MathHelper.PiOver2) % 2) - 0.5;
var modTheta = angle.Theta + mod * DirectionBias;
return ((int)Math.Round(modTheta / MathHelper.PiOver2) % 4) switch
{
0 => RsiDirection.South,
1 => RsiDirection.East,
2 => RsiDirection.North,
_ => RsiDirection.West,
};
}
/// <summary>
/// Render a layer. This assumes that the input angle is between 0 and 2pi.
/// </summary>
internal void Render(DrawingHandleWorld drawingHandle, ref Matrix3 spriteMatrix, Angle angle, Direction? overrideDirection)
{
if (!Visible || Blank)
return;
var dir = _actualState == null ? RsiDirection.South : GetDirection(_actualState.RsiDirections, angle);
// Set the drawing transform for this layer
GetLayerDrawMatrix(dir, out var layerMatrix);
// The direction used to draw the sprite can differ from the one that the angle would naively suggest,
// due to direction overrides or offsets.
if (overrideDirection != null && _actualState != null)
dir = overrideDirection.Value.Convert(_actualState.RsiDirections);
dir = dir.OffsetRsiDir(DirOffset);
// Get the correct directional texture from the state, and draw it!
var texture = GetRenderTexture(_actualState, dir);
if (CopyToShaderParameters == null)
{
// Set the drawing transform for this layer
Matrix3.Multiply(in layerMatrix, in spriteMatrix, out var transformMatrix);
drawingHandle.SetTransform(in transformMatrix);
RenderTexture(drawingHandle, texture);
}
else
{
// Multiple atrocities to god being committed right here.
var otherLayerIdx = _parent.LayerMap[CopyToShaderParameters.LayerKey!];
var otherLayer = _parent.Layers[otherLayerIdx];
if (otherLayer.Shader is not { } shader)
{
// No shader set apparently..?
return;
}
if (!shader.Mutable)
otherLayer.Shader = shader = shader.Duplicate();
var clydeTexture = Clyde.RenderHandle.ExtractTexture(texture, null, out var csr);
var sr = Clyde.RenderHandle.WorldTextureBoundsToUV(clydeTexture, csr);
if (CopyToShaderParameters.ParameterTexture is { } paramTexture)
shader.SetParameter(paramTexture, clydeTexture);
if (CopyToShaderParameters.ParameterUV is { } paramUV)
{
var uv = new Vector4(sr.Left, sr.Bottom, sr.Right, sr.Top);
shader.SetParameter(paramUV, uv);
}
}
}
private void RenderTexture(DrawingHandleWorld drawingHandle, Texture texture)
{
if (Shader != null)
drawingHandle.UseShader(Shader);
var layerColor = _parent.color * Color;
var textureSize = texture.Size / (float)EyeManager.PixelsPerMeter;
var quad = Box2.FromDimensions(textureSize/-2, textureSize);
drawingHandle.DrawTextureRectRegion(texture, quad, layerColor);
if (Shader != null)
drawingHandle.UseShader(null);
}
private Texture GetRenderTexture(RSI.State? state, RsiDirection dir)
{
if (state == null)
return Texture ?? _parent.resourceCache.GetFallback<TextureResource>().Texture;
return state.GetFrame(dir, AnimationFrame);
}
internal void AdvanceFrameAnimation(RSI.State state)
{
// Can't advance frames without more than 1 delay which is already checked above.
var delayCount = state.DelayCount;
while (AnimationTimeLeft < 0)
{
if (Reversed)
{
AnimationFrame -= 1;
// Animation finished, do we cycle back to positive or reset.
if (AnimationFrame < 0)
{
if (Cycle)
{
AnimationFrame = 1;
Reversed = false;
}
else
{
AnimationFrame = delayCount - 1;
}
AnimationTime = -AnimationTimeLeft;
}
}
else
{
AnimationFrame += 1;
// Animation finished, do we reverse or reset.
if (AnimationFrame >= delayCount)
{
if (Cycle)
{
AnimationFrame = delayCount - 2;
Reversed = true;
}
else
{
AnimationFrame = 0;
}
AnimationTime = -AnimationTimeLeft;
}
}
AnimationTimeLeft += state.GetDelay(AnimationFrame);
}
}
}
/// <summary>
/// Instantiated version of <see cref="PrototypeCopyToShaderParameters"/>.
/// Has <see cref="LayerKey"/> actually resolved to a a real key.
/// </summary>
public sealed class CopyToShaderParameters(object layerKey)
{
public object LayerKey = layerKey;
public string? ParameterTexture;
public string? ParameterUV;
public CopyToShaderParameters(CopyToShaderParameters toClone) : this(toClone.LayerKey)
{
ParameterTexture = toClone.ParameterTexture;
ParameterUV = toClone.ParameterUV;
}
}
void IAnimationProperties.SetAnimatableProperty(string name, object value)
{
if (!name.StartsWith("layer/"))
{
AnimationHelper.SetAnimatableProperty(this, name, value);
return;
}
var delimiter = name.IndexOf("/", 6, StringComparison.Ordinal);
var indexString = name.Substring(6, delimiter - 6);
var index = int.Parse(indexString, CultureInfo.InvariantCulture);
var layerProp = name.Substring(delimiter + 1);
switch (layerProp)
{
case "texture":
LayerSetTexture(index, (string)value);
return;
case "state":
LayerSetState(index, (string)value);
return;
case "color":
LayerSetColor(index, (Color)value);
return;
default:
throw new ArgumentException($"Unknown layer property '{layerProp}'");
}
}
public IRsiStateLike? Icon
{
get
{
if (Layers.Count == 0) return null;
var layer = Layers[0];
var texture = layer.Texture;
if (!layer.State.IsValid) return texture;
// Pull texture from RSI state instead.
var rsi = layer.RSI ?? BaseRSI;
if (rsi == null || !rsi.TryGetState(layer.State, out var state))
{
state = GetFallbackState(resourceCache);
}
return state;
}
}
public static IEnumerable<IDirectionalTextureProvider> GetPrototypeTextures(EntityPrototype prototype, IResourceCache resourceCache)
{
return GetPrototypeTextures(prototype, resourceCache, out var _);
}
public static IEnumerable<IDirectionalTextureProvider> GetPrototypeTextures(EntityPrototype prototype, IResourceCache resourceCache, out bool noRot)
{
var results = new List<IDirectionalTextureProvider>();
noRot = false;
// TODO when moving to a non-static method in a system, pass in IComponentFactory
if (prototype.TryGetComponent(out IconComponent? icon))
{
var sys = IoCManager.Resolve<IEntitySystemManager>().GetEntitySystem<SpriteSystem>();
results.Add(sys.GetIcon(icon));
return results;
}
if (!prototype.Components.TryGetValue("Sprite", out _))
{
results.Add(resourceCache.GetFallback<TextureResource>().Texture);
return results;
}
var entityManager = IoCManager.Resolve<IEntityManager>();
var dummy = entityManager.SpawnEntity(prototype.ID, MapCoordinates.Nullspace);
var spriteComponent = entityManager.EnsureComponent<SpriteComponent>(dummy);
EntitySystem.Get<AppearanceSystem>().OnChangeData(dummy, spriteComponent);
foreach (var layer in spriteComponent.AllLayers)
{
if (!layer.Visible) continue;
if (layer.Texture != null)
{
results.Add(layer.Texture);
continue;
}
if (!layer.RsiState.IsValid) continue;
var rsi = layer.Rsi ?? spriteComponent.BaseRSI;
if (rsi == null ||
!rsi.TryGetState(layer.RsiState, out var state))
continue;
results.Add(state);
}
noRot = spriteComponent.NoRotation;
entityManager.DeleteEntity(dummy);
if (results.Count == 0)
results.Add(resourceCache.GetFallback<TextureResource>().Texture);
return results;
}
[Obsolete("Use SpriteSystem")]
public static IRsiStateLike GetPrototypeIcon(EntityPrototype prototype, IResourceCache resourceCache)
{
// TODO when moving to a non-static method in a system, pass in IComponentFactory
if (prototype.TryGetComponent(out IconComponent? icon))
{
var sys = IoCManager.Resolve<IEntitySystemManager>().GetEntitySystem<SpriteSystem>();
return sys.GetIcon(icon);
}
if (!prototype.Components.ContainsKey("Sprite"))
{
return GetFallbackState(resourceCache);
}
var entityManager = IoCManager.Resolve<IEntityManager>();
var dummy = entityManager.SpawnEntity(prototype.ID, MapCoordinates.Nullspace);
var spriteComponent = entityManager.EnsureComponent<SpriteComponent>(dummy);
var result = spriteComponent.Icon ?? GetFallbackState(resourceCache);
entityManager.DeleteEntity(dummy);
return result;
}
}
[ByRefEvent]
internal struct SpriteUpdateInertEvent
{
}
}