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Most places in the code that use `vm_vector_2_matrix` do so on already-normalized vectors. Changing these to `vm_vector_2_matrix_norm` avoids redundant normalization.
77 lines
3.3 KiB
C++
77 lines
3.3 KiB
C++
#include "EffectHostTurret.h"
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#include "math/vecmat.h"
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#include "model/model.h"
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#include "ship/ship.h"
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EffectHostTurret::EffectHostTurret(object* objp, int submodel, int fire_pnt, matrix orientationOverride, bool orientationOverrideRelative) :
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EffectHost(orientationOverride, orientationOverrideRelative), m_objnum(OBJ_INDEX(objp)), m_objsig(objp->signature), m_submodel(submodel), m_fire_pnt(fire_pnt) {}
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std::pair<vec3d, matrix> EffectHostTurret::getPositionAndOrientation(bool relativeToParent, float interp, const std::optional<vec3d>& tabled_offset) const {
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ship& shipp = Ships[Objects[m_objnum].instance];
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const polymodel* pm = model_get(Ship_info[shipp.ship_info_index].model_num);
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const polymodel_instance* pmi = model_get_instance(shipp.model_instance_num);
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vec3d gvec, pos;
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model_subsystem *tp = ship_get_indexed_subsys(&shipp, pm->submodel[m_submodel].subsys_num)->system_info;
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vec3d* gun_pos = &tp->turret_firing_point[m_fire_pnt % tp->turret_num_firing_points];
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const matrix& gun_frame_of_reference = pm->submodel[m_submodel].frame_of_reference;
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matrix orientation;
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if (!relativeToParent) {
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//Conversion into global space is required
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vec3d global_pos;
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vm_vec_linear_interpolate(&global_pos, &Objects[m_objnum].pos, &Objects[m_objnum].last_pos, interp);
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//Possible future improvement would be to also interp the orientation here, but that may be expensive for little visual benefit.
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model_instance_local_to_global_point_dir(&pos, &gvec, gun_pos, &tp->turret_norm, pm, pmi, tp->turret_gun_sobj,
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&Objects[m_objnum].orient, &global_pos);
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if (m_orientationOverrideRelative) {
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vm_vector_2_matrix_norm(&orientation, &gvec, &gun_frame_of_reference.vec.uvec);
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vm_matrix_x_matrix(&orientation, &orientation, &m_orientationOverride);
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}
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else {
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orientation = m_orientationOverride;
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}
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}
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else {
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//The position data here is in submodel-local space, but we need it in model-local space.
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model_instance_local_to_global_point_dir(&pos, &gvec, gun_pos, &tp->turret_norm, pm, pmi, tp->turret_gun_sobj);
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if (m_orientationOverrideRelative) {
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vm_vector_2_matrix_norm(&orientation, &gvec, &gun_frame_of_reference.vec.uvec);
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vm_matrix_x_matrix(&orientation, &orientation, &m_orientationOverride);
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}
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else {
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matrix global_orient_transpose;
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orientation = m_orientationOverride * *vm_copy_transpose(&global_orient_transpose, &Objects[m_objnum].orient);
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}
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}
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if (tabled_offset) {
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pos += gvec * tabled_offset->xyz.z;
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}
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return { pos, orientation };
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}
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vec3d EffectHostTurret::getVelocity() const {
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//Possible future improvement might be to calculate the actual submodel velocity, as the collision code does.
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//This'll make velocity-inherit particles behave correctly when on fast-moving submodels.
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//But that's a) expensive and b) different from prior behaviour.
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return Objects[m_objnum].phys_info.vel;
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}
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std::pair<int, int> EffectHostTurret::getParentObjAndSig() const {
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return { m_objnum, m_objsig };
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}
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float EffectHostTurret::getHostRadius() const {
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return Objects[m_objnum].radius;
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}
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bool EffectHostTurret::isValid() const {
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return m_objnum >= 0 && m_submodel >= 0 && Objects[m_objnum].signature == m_objsig && Objects[m_objnum].type == OBJ_SHIP &&
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model_get(Ship_info[Ships[Objects[m_objnum].instance].ship_info_index].model_num)->submodel[m_submodel].subsys_num >= 0;
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} |