added impact angle calculation handle to minimize spawning spall inside walls

This commit is contained in:
lambdatiger 2024-01-09 19:03:12 -06:00
parent 210a876c0c
commit acb7249039
2 changed files with 30 additions and 25 deletions

View File

@ -17,26 +17,26 @@
*/
TRACE_1("",_this);
params [
"_projectile",
["_hitObj", objNull],
"_projectile",
["_hitObj", objNull],
// "",
["_lPosASL", [0, 0, 0]],
["_lVel", [0, 0, 0]],
["_lPosASL", [0, 0, 0]],
["_lVel", [0, 0, 0]],
["_sNorm", [0, 0, 0]],
// "",
// "",
// "",
["_surfaceType", ""],
["_ammo", "", [""]],
["_shotParents", [objNull, objNull], [[]]],
["_vUp", [0,0,1]]
["_surfaceType", ""],
["_ammo", "", [""]],
["_shotParents", [objNull, objNull], [[]]],
["_vUp", [0,0,1]]
];
if (CBA_missionTime - GVAR(lastSpallTime) < ACE_FRAG_SPALL_HOLDOFF) exitWith {
TRACE_2("timeExit",CBA_missionTime,GVAR(lastSpallTime));
TRACE_2("timeExit",CBA_missionTime,GVAR(lastSpallTime));
};
if (isNull _hitObj || {_hitObj isKindOf "man"}) exitWith {
TRACE_1("invalidHit",_hitObj);
TRACE_1("invalidHit",_hitObj);
};
if (_lPosASL isEqualTo [0,0,0]) exitWith {
@ -48,7 +48,6 @@ private _vel = if (alive _projectile) then {
} else {
[0, 0, 0]
};
private _lVelUnit = vectorNormalized _lVel;
// Find spall speed / fragment
@ -67,32 +66,38 @@ private _material = [_surfaceType] call FUNC(getMaterialInfo);
TRACE_1("materialCacheRetrieved",_material);
//** start calculating where the spalling should come !*! could be better **//
private _lVelUnit = vectorNormalized _lVel;
private _unitStep = _lVelUnit vectorMultiply 0.05;
private _spallPos = +_lPosASL;
if (120 > acos ((vectorNormalized _lVelUnit) vectorDotProduct _sNorm)) then {
_spallPos = _spallPos vectorAdd (_unitStep vectorMultiply 5);
};
if (terrainIntersectASL [_lPosASL vectorAdd _unitStep, _lPosASL]) exitWith {
TRACE_3("terrainIntersect",_lPosASL,_unitStep,_lPosASL);
};
// step through
for "_i" from 1 to 20 do
{
private _nPos = _spallPos vectorAdd _unitStep;
if (!lineIntersects [_spallPos, _nPos]) then {
_spallPos = _nPos vectorAdd _unitStep;
break
};
_spallPos = _nPos;
private _nPos = _spallPos vectorAdd _unitStep;
if (!lineIntersects [_spallPos, _nPos]) then {
_spallPos = _nPos vectorAdd _unitStep;
break
};
_spallPos = _nPos;
};
#ifdef DEBUG_MODE_FULL
if GVAR(dbgSphere) then {
[_spallPos, "green"] call FUNC(dev_sphereDraw);
[_lPosASL vectorAdd _lVelUnit, "orange"] call FUNC(dev_sphereDraw);
[_lPosASL, "orange"] call FUNC(dev_sphereDraw);
[_spallPos, "green"] call FUNC(dev_sphereDraw);
[_lPosASL vectorAdd _lVelUnit, "orange"] call FUNC(dev_sphereDraw);
[_lPosASL, "orange"] call FUNC(dev_sphereDraw);
};
#endif
//***** Passed all other exit withs, performance o'clock */
//***** Passed all exit withs *****//
GVAR(lastSpallTime) = CBA_missionTime;
//***** Select spalled fragment spawner **//

View File

@ -58,7 +58,7 @@ if (GVAR(spallEnabled) && {_shouldSpall}) then
"HitPart",
{
params ["_proj", "_hitObj", "",
"_posASL", "_vel", "", "",
"_posASL", "_vel", "_sNorm", "",
"", "_surfType"
];
private _shotPrnt = getShotParents _proj;
@ -67,12 +67,12 @@ if (GVAR(spallEnabled) && {_shouldSpall}) then
if (isServer) then {
[
LINKFUNC(doSpallMomentum),
[_proj, _hitObj, _posASL, _vel, _surfType, _shotPrnt, _ammo, _vUp]
[_proj, _hitObj, _posASL, _vel, _sNorm, _surfType, _ammo, _shotPrnt, _vUp]
] call CBA_fnc_execNextFrame;
} else {
[
QGVAR(spall_eh),
[_proj, _hitObj, _posASL, _vel, _surfType, _shotPrnt, _ammo, _vUp]
[_proj, _hitObj, _posASL, _vel, _sNorm, _surfType, _ammo, _shotPrnt, _vUp]
] call CBA_fnc_serverEvent;
};
}