fix local offset -> screen space transform to work as advertised

This commit is contained in:
Chris Forbes
2010-07-31 23:01:56 +12:00
parent 0b20d1366a
commit 6c6da12dd6
2 changed files with 18 additions and 8 deletions

View File

@@ -195,12 +195,6 @@ namespace OpenRA.Mods.RA
if (!w.IsValidAgainst(target)) return false; if (!w.IsValidAgainst(target)) return false;
var barrel = w.Barrels[w.Burst % w.Barrels.Length]; var barrel = w.Barrels[w.Burst % w.Barrels.Length];
var fireOffset = new[] {
w.Turret.UnitSpacePosition.X + barrel.Position.X,
w.Turret.UnitSpacePosition.Y + barrel.Position.Y,
w.Turret.ScreenSpacePosition.X,
w.Turret.ScreenSpacePosition.Y }; // todo: retardage.
var destUnit = target.IsActor ? target.Actor.traits.GetOrDefault<Unit>() : null; var destUnit = target.IsActor ? target.Actor.traits.GetOrDefault<Unit>() : null;
@@ -211,7 +205,9 @@ namespace OpenRA.Mods.RA
firedBy = self, firedBy = self,
target = this.target, target = this.target,
src = self.CenterLocation.ToInt2() + Combat.GetTurretPosition(self, unit, new Turret(fireOffset)).ToInt2(), src = (self.CenterLocation
+ Combat.GetTurretPosition(self, unit, w.Turret)
+ Combat.GetBarrelPosition(self, unit, w.Turret, barrel)).ToInt2(),
srcAltitude = unit != null ? unit.Altitude : 0, srcAltitude = unit != null ? unit.Altitude : 0,
dest = target.CenterLocation.ToInt2(), dest = target.CenterLocation.ToInt2(),
destAltitude = destUnit != null ? destUnit.Altitude : 0, destAltitude = destUnit != null ? destUnit.Altitude : 0,

View File

@@ -199,8 +199,22 @@ namespace OpenRA.Mods.RA
var bodyFacing = unit.Facing; var bodyFacing = unit.Facing;
var quantizedFacing = Util.QuantizeFacing(bodyFacing, numDirs) * (256 / numDirs); var quantizedFacing = Util.QuantizeFacing(bodyFacing, numDirs) * (256 / numDirs);
return (Util.RotateVectorByFacing(turret.UnitSpacePosition, quantizedFacing, .7f) + GetRecoil(self, turret.Recoil)) return (Util.RotateVectorByFacing(turret.UnitSpacePosition, quantizedFacing, .7f)
+ GetRecoil(self, turret.Recoil))
+ turret.ScreenSpacePosition; + turret.ScreenSpacePosition;
} }
// gets the screen-space position of a barrel.
public static float2 GetBarrelPosition(Actor self, Unit unit, Turret turret, Barrel barrel)
{
var turreted = self.traits.GetOrDefault<Turreted>();
if (turreted == null && unit == null)
return float2.Zero;
var turretFacing = turreted != null ? turreted.turretFacing : unit.Facing;
return Util.RotateVectorByFacing(barrel.Position, turretFacing, .7f);
}
} }
} }