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#include "EffectHostSubmodel.h"
#include "math/vecmat.h"
#include "model/model.h"
#include "ship/ship.h"
EffectHostSubmodel::EffectHostSubmodel(const object* objp, int submodel, vec3d offset, matrix orientationOverride, bool orientationOverrideRelative) :
EffectHost(orientationOverride, orientationOverrideRelative), m_offset(offset), m_objnum(OBJ_INDEX(objp)), m_objsig(objp->signature), m_submodel(submodel) {}
std::pair<vec3d, matrix> EffectHostSubmodel::getPositionAndOrientation(bool relativeToParent, float interp, const std::optional<vec3d>& tabled_offset) const {
vec3d pos = m_offset;
if (tabled_offset) {
pos += *tabled_offset;
}
const polymodel* pm = object_get_model(&Objects[m_objnum]);
const polymodel_instance* pmi = object_get_model_instance(&Objects[m_objnum]);
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.
if (m_orientationOverrideRelative) {
model_instance_local_to_global_point_orient(&pos, &orientation, &pos, &m_orientationOverride,
pm, pmi, m_submodel, &Objects[m_objnum].orient, &global_pos);
}
else {
model_instance_local_to_global_point(&pos, &pos, pm, pmi, m_submodel, &Objects[m_objnum].orient, &global_pos);
orientation = m_orientationOverride;
}
}
else {
//The position data here is in submodel-local space, but we need it in model-local space. The orientation here is either global or also submodel-local
if (m_orientationOverrideRelative) {
model_instance_local_to_global_point_orient(&pos, &orientation, &pos, &m_orientationOverride, pm, pmi, m_submodel);
}
else {
model_instance_local_to_global_point(&pos, &pos, pm, pmi, m_submodel);
matrix global_orient_transpose;
orientation = m_orientationOverride * *vm_copy_transpose(&global_orient_transpose, &Objects[m_objnum].orient);
}
}
return { pos, orientation };
}
vec3d EffectHostSubmodel::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<int, int> EffectHostSubmodel::getParentObjAndSig() const {
return { m_objnum, m_objsig };
}
float EffectHostSubmodel::getHostRadius() const {
return Objects[m_objnum].radius;
}
bool EffectHostSubmodel::isValid() const {
return m_objnum >= 0 && m_submodel >= 0 && Objects[m_objnum].signature == m_objsig && object_get_model_num(&Objects[m_objnum]) >= 0 && object_get_model_instance_num(&Objects[m_objnum]) >= 0;
}
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