Convert turret facings to WAngle relative to the body.

This commit is contained in:
Paul Chote
2020-07-18 12:41:22 +01:00
committed by reaperrr
parent 70a86bed7a
commit 75cb5c2166
15 changed files with 189 additions and 192 deletions

View File

@@ -51,13 +51,11 @@ namespace OpenRA.Mods.Common.Traits.Render
var model = init.World.ModelCache.GetModelSequence(image, Sequence);
var turretFacing = Turreted.TurretFacingFromInit(init, t);
Func<WRot> turretOrientation = () => body.QuantizeOrientation(WRot.FromYaw(turretFacing() - orientation().Yaw), facings);
Func<WRot> quantizedTurret = () => body.QuantizeOrientation(turretOrientation(), facings);
var turretOrientation = t.PreviewOrientation(init, orientation, facings);
Func<WRot> quantizedBody = () => body.QuantizeOrientation(orientation(), facings);
Func<WVec> barrelOffset = () => body.LocalToWorld((t.Offset + LocalOffset.Rotate(quantizedTurret())).Rotate(quantizedBody()));
Func<WRot> barrelOrientation = () => turretOrientation().Rotate(orientation());
Func<WVec> barrelOffset = () => body.LocalToWorld((t.Offset + LocalOffset.Rotate(turretOrientation())).Rotate(quantizedBody()));
Func<WRot> barrelOrientation = () => LocalOrientation.Rotate(turretOrientation()).Rotate(quantizedBody());
yield return new ModelAnimation(model, barrelOffset, barrelOrientation, () => false, () => 0, ShowShadow);
}
}
@@ -87,21 +85,15 @@ namespace OpenRA.Mods.Common.Traits.Render
WVec BarrelOffset()
{
var b = self.Orientation;
var qb = body.QuantizeOrientation(self, b);
var orientation = turreted != null ? turreted.WorldOrientation : self.Orientation;
var localOffset = Info.LocalOffset + new WVec(-armament.Recoil, WDist.Zero, WDist.Zero);
var turretLocalOffset = turreted != null ? turreted.Offset : WVec.Zero;
var turretOrientation = turreted != null ? turreted.WorldOrientation(self) - b + WRot.FromYaw(b.Yaw - qb.Yaw) : WRot.None;
return body.LocalToWorld((turretLocalOffset + localOffset.Rotate(turretOrientation)).Rotate(qb));
return body.LocalToWorld(turretLocalOffset + localOffset.Rotate(orientation));
}
WRot BarrelRotation()
{
var b = self.Orientation;
var qb = body.QuantizeOrientation(self, b);
var t = turreted.WorldOrientation(self) - b + WRot.FromYaw(b.Yaw - qb.Yaw);
return Info.LocalOrientation.Rotate(t).Rotate(qb);
return Info.LocalOrientation.Rotate(turreted != null ? turreted.WorldOrientation : self.Orientation);
}
}
}