Introduce Turreted.WorldOrientation.
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@@ -90,9 +90,9 @@ namespace OpenRA.Mods.Common.Traits
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{
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var localOffset = Info.LocalOffset + new WVec(-armament.Recoil, WDist.Zero, WDist.Zero);
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var turretOffset = turreted != null ? turreted.Position(self) : WVec.Zero;
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var turretOrientation = turreted != null ? turreted.LocalOrientation(self) : WRot.Zero;
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var quantizedBody = body.QuantizeOrientation(self, self.Orientation);
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var turretOrientation = turreted != null ? turreted.WorldOrientation(self) - quantizedBody : WRot.Zero;
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var quantizedTurret = body.QuantizeOrientation(self, turretOrientation);
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return turretOffset + body.LocalToWorld(localOffset.Rotate(quantizedTurret).Rotate(quantizedBody));
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}
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@@ -101,7 +101,7 @@ namespace OpenRA.Mods.Common.Traits
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{
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var b = self.Orientation;
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var qb = body.QuantizeOrientation(self, b);
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yield return turreted.LocalOrientation(self) + WRot.FromYaw(b.Yaw - qb.Yaw);
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yield return turreted.WorldOrientation(self) - qb + WRot.FromYaw(b.Yaw - qb.Yaw);
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yield return qb;
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}
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}
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@@ -98,9 +98,8 @@ namespace OpenRA.Mods.Common.Traits
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var recoil = arms.Aggregate(WDist.Zero, (a, b) => a + b.Recoil);
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var localOffset = new WVec(-recoil, WDist.Zero, WDist.Zero);
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var bodyOrientation = body.QuantizeOrientation(self, self.Orientation);
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var turretOrientation = body.QuantizeOrientation(self, t.LocalOrientation(self));
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return t.Position(self) + body.LocalToWorld(localOffset.Rotate(turretOrientation).Rotate(bodyOrientation));
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var quantizedWorldTurret = t.WorldOrientation(self);
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return t.Position(self) + body.LocalToWorld(localOffset.Rotate(quantizedWorldTurret));
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}
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public string NormalizeSequence(Actor self, string sequence)
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@@ -84,20 +84,20 @@ namespace OpenRA.Mods.Common.Traits
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WVec BarrelOffset()
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{
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var b = self.Orientation;
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var qb = body.QuantizeOrientation(self, b);
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var localOffset = Info.LocalOffset + new WVec(-armament.Recoil, WDist.Zero, WDist.Zero);
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var turretLocalOffset = turreted != null ? turreted.Offset : WVec.Zero;
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var turretOrientation = turreted != null ? turreted.LocalOrientation(self) : WRot.Zero;
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var turretOrientation = turreted != null ? turreted.WorldOrientation(self) - b + WRot.FromYaw(b.Yaw - qb.Yaw) : WRot.Zero;
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var quantizedBody = body.QuantizeOrientation(self, self.Orientation);
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var quantizedTurret = body.QuantizeOrientation(self, turretOrientation);
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return body.LocalToWorld((turretLocalOffset + localOffset.Rotate(quantizedTurret)).Rotate(quantizedBody));
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return body.LocalToWorld((turretLocalOffset + localOffset.Rotate(turretOrientation)).Rotate(qb));
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}
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IEnumerable<WRot> BarrelRotation()
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{
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var b = self.Orientation;
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var qb = body.QuantizeOrientation(self, b);
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yield return turreted.LocalOrientation(self) + WRot.FromYaw(b.Yaw - qb.Yaw);
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yield return turreted.WorldOrientation(self) - b + WRot.FromYaw(b.Yaw - qb.Yaw);
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yield return qb;
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}
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@@ -73,7 +73,7 @@ namespace OpenRA.Mods.Common.Traits
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{
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var b = self.Orientation;
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var qb = body.QuantizeOrientation(self, b);
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yield return turreted.LocalOrientation(self) + WRot.FromYaw(b.Yaw - qb.Yaw);
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yield return turreted.WorldOrientation(self) - b + WRot.FromYaw(b.Yaw - qb.Yaw);
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yield return qb;
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}
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