ACE3/addons/winddeflection/functions/fnc_updateTrajectoryPFH.sqf

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#include "..\script_component.hpp"
/*
* Author: Glowbal, Ruthberg
* Handles wind deflection for projectiles.
*
* Arguments:
* 0: bullet - Object the event handler is assigned to <OBJECT>
* 1: airFriction - air friction of the bullet <NUMBER>
*
* Return Value:
* None
*
* Example:
* [bullet, 2] call ace_winddeflection_fnc_updateTrajectoryPFH
*
* Public: No
*/
[{
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// BEGIN_COUNTER(pfeh);
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params ["_args"];
_args params ["_lastTime"];
private _deltaT = CBA_missionTime - _lastTime;
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_args set [0, CBA_missionTime];
private _isWind = (vectorMagnitude wind > 0);
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{
_x params ["_bullet", "_airFriction"];
private _bulletVelocity = velocity _bullet;
private _bulletSpeedSqr = vectorMagnitudeSqr _bulletVelocity;
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if ((!alive _bullet) || {(_bullet isKindOf "BulletBase") && {_bulletSpeedSqr < 10000}}) then {
GVAR(trackedBullets) deleteAt _forEachIndex;
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} else {
if (_isWind) then {
private _trueVelocity = _bulletVelocity vectorDiff wind;
private _trueSpeed = vectorMagnitude _trueVelocity;
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private _dragRef = _deltaT * _airFriction * _bulletSpeedSqr;
private _accelRef = (vectorNormalized _bulletVelocity) vectorMultiply (_dragRef);
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_bulletVelocity = _bulletVelocity vectorDiff _accelRef;
private _drag = _deltaT * _airFriction * _trueSpeed;
private _accel = _trueVelocity vectorMultiply (_drag);
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_bulletVelocity = _bulletVelocity vectorAdd _accel;
};
_bullet setVelocity _bulletVelocity;
};
} forEachReversed GVAR(trackedBullets);
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// END_COUNTER(pfeh);
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}, GVAR(simulationInterval), [CBA_missionTime]] call CBA_fnc_addPerFrameHandler;