Fix turret facings for GTWR etc. Fixes #3610.

This commit is contained in:
Paul Chote
2013-08-03 11:47:25 +12:00
parent deb03e7a02
commit 03e09e25bb
7 changed files with 24 additions and 14 deletions

View File

@@ -18,6 +18,9 @@ namespace OpenRA.Traits
{
public class BodyOrientationInfo : ITraitInfo, IBodyOrientationInfo
{
[Desc("Number of facings for gameplay calculations. -1 indiciates auto-detection from sequence")]
public readonly int QuantizedFacings = -1;
[Desc("Camera pitch for rotation calculations")]
public readonly WAngle CameraPitch = WAngle.FromDegrees(40);
public object Create(ActorInitializer init) { return new BodyOrientation(init.self, this); }
@@ -25,21 +28,23 @@ namespace OpenRA.Traits
public class BodyOrientation : IBodyOrientation
{
[Sync] public int QuantizedFacings { get; set; }
BodyOrientationInfo Info;
[Sync] public int QuantizedFacings { get; private set; }
BodyOrientationInfo info;
public BodyOrientation(Actor self, BodyOrientationInfo info)
{
Info = info;
this.info = info;
if (info.QuantizedFacings > 0)
QuantizedFacings = info.QuantizedFacings;
}
public WAngle CameraPitch { get { return Info.CameraPitch; } }
public WAngle CameraPitch { get { return info.CameraPitch; } }
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, -Info.CameraPitch.Sin()*vec.X/1024, vec.Z);
return new WVec(vec.Y, -info.CameraPitch.Sin()*vec.X/1024, vec.Z);
}
public WRot QuantizeOrientation(Actor self, WRot orientation)
@@ -54,5 +59,11 @@ namespace OpenRA.Traits
// Roll and pitch are always zero if yaw is quantized
return new WRot(WAngle.Zero, WAngle.Zero, WAngle.FromFacing(facing));
}
public void SetAutodetectedFacings(int facings)
{
if (info.QuantizedFacings < 0)
QuantizedFacings = facings;
}
}
}