#include "EffectHostTurret.h" #include "math/vecmat.h" #include "model/model.h" #include "ship/ship.h" EffectHostTurret::EffectHostTurret(object* objp, int submodel, int fire_pnt, matrix orientationOverride, bool orientationOverrideRelative) : EffectHost(orientationOverride, orientationOverrideRelative), m_objnum(OBJ_INDEX(objp)), m_objsig(objp->signature), m_submodel(submodel), m_fire_pnt(fire_pnt) {} std::pair EffectHostTurret::getPositionAndOrientation(bool relativeToParent, float interp, const std::optional& tabled_offset) const { ship& shipp = Ships[Objects[m_objnum].instance]; const polymodel* pm = model_get(Ship_info[shipp.ship_info_index].model_num); const polymodel_instance* pmi = model_get_instance(shipp.model_instance_num); vec3d gvec, pos; model_subsystem *tp = ship_get_indexed_subsys(&shipp, pm->submodel[m_submodel].subsys_num)->system_info; vec3d* gun_pos = &tp->turret_firing_point[m_fire_pnt % tp->turret_num_firing_points]; const matrix& gun_frame_of_reference = pm->submodel[m_submodel].frame_of_reference; matrix orientation; if (!relativeToParent) { //Conversion into global space is required vec3d global_pos; vm_vec_linear_interpolate(&global_pos, &Objects[m_objnum].pos, &Objects[m_objnum].last_pos, interp); //Possible future improvement would be to also interp the orientation here, but that may be expensive for little visual benefit. model_instance_local_to_global_point_dir(&pos, &gvec, gun_pos, &tp->turret_norm, pm, pmi, tp->turret_gun_sobj, &Objects[m_objnum].orient, &global_pos); if (m_orientationOverrideRelative) { vm_vector_2_matrix_norm(&orientation, &gvec, &gun_frame_of_reference.vec.uvec); vm_matrix_x_matrix(&orientation, &orientation, &m_orientationOverride); } else { orientation = m_orientationOverride; } } else { //The position data here is in submodel-local space, but we need it in model-local space. model_instance_local_to_global_point_dir(&pos, &gvec, gun_pos, &tp->turret_norm, pm, pmi, tp->turret_gun_sobj); if (m_orientationOverrideRelative) { vm_vector_2_matrix_norm(&orientation, &gvec, &gun_frame_of_reference.vec.uvec); vm_matrix_x_matrix(&orientation, &orientation, &m_orientationOverride); } else { matrix global_orient_transpose; orientation = m_orientationOverride * *vm_copy_transpose(&global_orient_transpose, &Objects[m_objnum].orient); } } if (tabled_offset) { pos += gvec * tabled_offset->xyz.z; } return { pos, orientation }; } vec3d EffectHostTurret::getVelocity() const { //Possible future improvement might be to calculate the actual submodel velocity, as the collision code does. //This'll make velocity-inherit particles behave correctly when on fast-moving submodels. //But that's a) expensive and b) different from prior behaviour. return Objects[m_objnum].phys_info.vel; } std::pair EffectHostTurret::getParentObjAndSig() const { return { m_objnum, m_objsig }; } float EffectHostTurret::getHostRadius() const { return Objects[m_objnum].radius; } bool EffectHostTurret::isValid() const { return m_objnum >= 0 && m_submodel >= 0 && Objects[m_objnum].signature == m_objsig && Objects[m_objnum].type == OBJ_SHIP && model_get(Ship_info[Ships[Objects[m_objnum].instance].ship_info_index].model_num)->submodel[m_submodel].subsys_num >= 0; }