Example #1
0
        WVec BarrelOffset()
        {
            var localOffset  = info.LocalOffset + new WVec(-armament.Recoil, WRange.Zero, WRange.Zero);
            var turretOffset = turreted != null?turreted.Position(self) : WVec.Zero;

            var turretOrientation = turreted != null?turreted.LocalOrientation(self) : WRot.Zero;

            var quantizedBody   = body.QuantizeOrientation(self, self.Orientation);
            var quantizedTurret = body.QuantizeOrientation(self, turretOrientation);

            return(turretOffset + body.LocalToWorld(localOffset.Rotate(quantizedTurret).Rotate(quantizedBody)));
        }
Example #2
0
        IEnumerable <WRot> TurretRotation()
        {
            var b  = self.Orientation;
            var qb = body.QuantizeOrientation(self, b);

            yield return(turreted.LocalOrientation(self) + WRot.FromYaw(b.Yaw - qb.Yaw));

            yield return(qb);
        }
Example #3
0
        float2 TurretPosition(Actor self, WorldRenderer wr, Turreted t, IFacing facing)
        {
            var recoil = self.TraitsImplementing <Armament>()
                         .Where(w => w.Info.Turret == t.Name)
                         .Aggregate(WRange.Zero, (a, b) => a + b.Recoil);

            var localOffset       = new WVec(-recoil, WRange.Zero, WRange.Zero);
            var bodyOrientation   = QuantizeOrientation(self, self.Orientation);
            var turretOrientation = QuantizeOrientation(self, t.LocalOrientation(self));
            var worldPos          = t.Position(self) + LocalToWorld(localOffset.Rotate(turretOrientation).Rotate(bodyOrientation));

            return(wr.ScreenPxOffset(worldPos));
        }
Example #4
0
        WVec TurretOffset(Actor self)
        {
            if (!info.Recoils)
            {
                return(t.Position(self));
            }

            var recoil            = arms.Aggregate(WRange.Zero, (a, b) => a + b.Recoil);
            var localOffset       = new WVec(-recoil, WRange.Zero, WRange.Zero);
            var bodyOrientation   = body.QuantizeOrientation(self, self.Orientation);
            var turretOrientation = body.QuantizeOrientation(self, t.LocalOrientation(self));

            return(t.Position(self) + body.LocalToWorld(localOffset.Rotate(turretOrientation).Rotate(bodyOrientation)));
        }