Fix turret facings for GTWR etc. Fixes #3610.
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@@ -18,6 +18,9 @@ namespace OpenRA.Traits
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{
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public class BodyOrientationInfo : ITraitInfo, IBodyOrientationInfo
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{
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[Desc("Number of facings for gameplay calculations. -1 indiciates auto-detection from sequence")]
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public readonly int QuantizedFacings = -1;
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[Desc("Camera pitch for rotation calculations")]
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public readonly WAngle CameraPitch = WAngle.FromDegrees(40);
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public object Create(ActorInitializer init) { return new BodyOrientation(init.self, this); }
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@@ -25,21 +28,23 @@ namespace OpenRA.Traits
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public class BodyOrientation : IBodyOrientation
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{
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[Sync] public int QuantizedFacings { get; set; }
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BodyOrientationInfo Info;
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[Sync] public int QuantizedFacings { get; private set; }
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BodyOrientationInfo info;
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public BodyOrientation(Actor self, BodyOrientationInfo info)
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{
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Info = info;
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this.info = info;
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if (info.QuantizedFacings > 0)
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QuantizedFacings = info.QuantizedFacings;
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}
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public WAngle CameraPitch { get { return Info.CameraPitch; } }
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public WAngle CameraPitch { get { return info.CameraPitch; } }
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public WVec LocalToWorld(WVec vec)
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{
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// RA's 2d perspective doesn't correspond to an orthonormal 3D
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// coordinate system, so fudge the y axis to make things look good
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return new WVec(vec.Y, -Info.CameraPitch.Sin()*vec.X/1024, vec.Z);
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return new WVec(vec.Y, -info.CameraPitch.Sin()*vec.X/1024, vec.Z);
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}
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public WRot QuantizeOrientation(Actor self, WRot orientation)
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@@ -54,5 +59,11 @@ namespace OpenRA.Traits
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// Roll and pitch are always zero if yaw is quantized
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return new WRot(WAngle.Zero, WAngle.Zero, WAngle.FromFacing(facing));
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}
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public void SetAutodetectedFacings(int facings)
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{
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if (info.QuantizedFacings < 0)
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QuantizedFacings = facings;
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}
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}
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}
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