Added spall info caching and made variable name changes for clarity

This commit is contained in:
lambdatiger 2024-01-14 23:10:15 -06:00
parent d51a9543b9
commit 97547700d2
3 changed files with 69 additions and 19 deletions

View File

@ -26,6 +26,7 @@ PREP(doFragRandom);
PREP(shouldSpall);
PREP(doSpall);
PREP(getMaterialInfo);
PREP(getSpallInfo);
PREP(initMaterialCache);
// Explosive Reflection

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@ -15,7 +15,7 @@
*
* Public: No
*/
TRACE_1("",_this);
TRACE_1("doSpall",_this);
params [
"_projectile",
["_hitObj", objNull],
@ -42,20 +42,28 @@ if (_material isEqualTo "ground") then {
#endif
};
// Find spall speed / fragment info
[_ammo] call FUNC(getSpallInfo) params ["_caliber", "_explosive", "_indirectHit"];
private _vel = if (alive _projectile) then {
velocity _projectile;
_explosive = 0; // didn't explode
velocity _projectile
} else {
[0, 0, 0]
[0, 0, 0];
};
// Find spall speed / fragment
private _dV = vectorMagnitude _lVel - vectorMagnitude _vel;
private _caliber = getNumber (configFile >> "cfgAmmo" >> _ammo >> "caliber");
// scaled momentum change made on caliber-mass assumption ~sqrt(2)/20 * caliber ~= mass
private _deltaMomentum = 0.0707 * _caliber * sqrt( _dV ) * GVAR(SpallIntensity);
TRACE_3("found speed",_dV,_caliber,_deltaMomentum);
/*
* This is all fudge factor since real spalling is too complex for calculation.
* There are two terms. The first is from round impact, taking a quasi scale
* of sqrt(2)/50 * round caliber * srqt(change in speed). The second term is
* explosive * indirect hit, for any explosive contribution
*/
private _spallPower = (0.02828 * _caliber * sqrt _dV + _explosive * _indirectHit) * GVAR(spallIntensity);
TRACE_3("found speed",_dV,_caliber,_spallPower);
TRACE_3("energy",0.02828*_caliber*sqrt(_dV),_explosive*_indirectHit,0.02828*_caliber*sqrt(_dV)+_explosive*_indirectHit);
if (_deltaMomentum < 2) exitWith {
if (_spallPower < 2) exitWith {
TRACE_1("lowImpulse",_ammo);
};
@ -66,8 +74,6 @@ private _unitStep = _lVelUnit vectorMultiply 0.05;
if (terrainIntersectASL [_lPosASL vectorAdd _unitStep, _lPosASL]) exitWith {
TRACE_3("terrainIntersect",_lPosASL,_unitStep,_lPosASL);
};
// Passed all exitWiths
GVAR(lastSpallTime) = CBA_missionTime;
#ifdef DEBUG_MODE_DRAW
if GVAR(dbgSphere) then {
@ -84,16 +90,24 @@ private _spallPos = _lPosASL vectorAdd _unitStep;
if (120 > acos ( _lVelUnit vectorDotProduct _sNorm)) then {
_spallPos = _spallPos vectorAdd (_unitStep vectorMultiply 5);
};
for "_i" from 2 to 20 do
private _insideObject = true;
for "_i" from 2 to 21 do
{
private _nPos = _spallPos vectorAdd _unitStep;
if (!lineIntersects [_spallPos, _nPos]) then {
_spallPos = _nPos vectorAdd (_unitStep vectorMultiply 2);
_insideObject = false;
break
};
_spallPos = _nPos;
};
if (_insideObject) exitWith {
TRACE_3("insideObj",_lPosASL,_spallPos,alive _projectile);
};
// Passed all exitWiths
GVAR(lastSpallTime) = CBA_missionTime;
#ifdef DEBUG_MODE_DRAW
if GVAR(dbgSphere) then {
[_spallPos, "green"] call FUNC(dev_sphereDraw);
@ -102,14 +116,14 @@ if GVAR(dbgSphere) then {
private _spawnSize = switch (true) do
{
case (_deltaMomentum < 3): { "_spall_tiny" };
case (_deltaMomentum < 5): { "_spall_small" };
case (_deltaMomentum < 8): { "_spall_medium" };
case (_deltaMomentum < 12): { "_spall_large" };
case (_spallPower < 3): { "_spall_tiny" };
case (_spallPower < 5): { "_spall_small" };
case (_spallPower < 8): { "_spall_medium" };
case (_spallPower < 12): { "_spall_large" };
default { "_spall_huge" };
};
private _spallSpawner = createVehicle [
/*private _spallSpawner = createVehicle [
"ace_frag_" + _material + _spawnSize,
ASLToATL _spallPos,
[],
@ -118,10 +132,10 @@ private _spallSpawner = createVehicle [
];
_spallSpawner setVectorDirandUp [_lVelUnit, _vUp];
_spallSpawner setVelocity (_lVelUnit vectorMultiply (_dV/2));
_spallSpawner setShotParents _shotParents;
_spallSpawner setShotParents _shotParents;*/
#ifdef DEBUG_MODE_FULL
systemChat ("bSpd: " + str speed _spallSpawner + ", frag: " + _fragSpawnType + ", dm: " + str _deltaMomentum);
systemChat ("bSpd: " + str speed _spallSpawner + ", frag: " + _fragSpawnType + ", dm: " + str _spallPower);
#endif
#ifdef DEBUG_MODE_DRAW
_spallSpawner addEventHandler [

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@ -0,0 +1,35 @@
#include "..\script_component.hpp"
/*
* Author: Lambda.Tiger
* This function returns spalling parameters for a specific
* ammo type.
*
* Arguments:
* 0: _ammo <STRING> - cfgAmmo type of ammo to check
*
* Return Value:
* _ammoInfo <ARRAY>
* 0: _caliber - search range for fragments <SCALAR>
* 1: _explosive - whether the round is explosive or not <SCALAR>
* 2: _indirectHitRange - Indirect hit damage <SCALAR>
*
* Example:
* ["B_556x45_Ball"] call ace_frag_fnc_getSpallInfo;
*
* Public: No
*/
params ["_ammo"];
private _ammoInfo = GVAR(spallInfoCache) get _ammo;
if (!isNil "_ammoInfo") exitWith {_ammoInfo};
private _caliber = getNumber (configFile >> "CfgAmmo" >> _ammo >> "caliber");
private _explosive = 1 min getNumber (configFile >> "CfgAmmo" >> _ammo >> "explosive");
private _indirectHit = getNumber (configFile >> "CfgAmmo" >> _ammo >> "indirectHitRange");
private _ammoInfo = [_caliber, _explosive, _indirectHit];
GVAR(spallInfoCache) set [_ammo, _ammoInfo];
_ammoInfo