Tweak how targets are acquired. Fix velocity calculation

This commit is contained in:
Brandon Danyluk 2021-12-13 15:51:10 -07:00
parent e91b8bc2df
commit becc9d24ff
2 changed files with 37 additions and 17 deletions

View File

@ -16,10 +16,19 @@
*
* Public: No
*/
#define CHECK_DISTANCE 25
params ["_origin", "_direction", "_designateInput", "_seekerTargetPos", ["_ignoreObject", objNull]];
scopeName "main";
private _nearObjects = [];
if (cursorObject isKindOf "AllVehicles") then {
private _intersectionsToCursorTarget = lineIntersectsSurfaces [_origin, aimPos cursorObject, _ignoreObject, cursorObject, true, 1];
if (_intersectionsToCursorTarget isEqualTo []) then {
_nearObjects pushBack cursorObject;
};
};
private _intersections = lineIntersectsSurfaces [_origin, _origin vectorAdd (_direction vectorMultiply 5000), _ignoreObject, objNull, true, 1, "FIRE", "VIEW", true];
if (_intersections isNotEqualTo []) then {
(_intersections#0) params ["_intersectPos", "", "_object"];
@ -42,32 +51,41 @@ if (_nearObjects isNotEqualTo []) then {
private _averagePosition = _seekerTargetPos vectorMultiply 15;
private _averagePositionCounter = 15;
private _closestObject = objNull;
private _highestMagnitude = 0;
private _closestDistance = 1e10;
private _bestScore = 0;
private _bestObject = objNull;
{
if ((getPosASLVisual _x) vectorDistanceSqr _seekerTargetPos < _closestDistance) then {
_closestDistance = (getPosASLVisual _x) vectorDistanceSqr _seekerTargetPos;
_closestObject = _x;
private _tiMagnitude = (vectorMagnitude getVehicleTIPars _x) / 1.74; // 1.74 = sqrt(3) = max magnitude of [1, 1, 1]
private _distance = (getPosASLVisual _x) vectorDistanceSqr _seekerTargetPos;
if (_distance <= CHECK_DISTANCE * CHECK_DISTANCE) then {
private _score = 8 * _tiMagnitude + (_distance / (CHECK_DISTANCE * CHECK_DISTANCE));
if (_score > _bestScore) then {
_bestScore = _score;
_bestObject = _x;
};
};
} forEach _nearObjects;
private _boundingBox = 0 boundingBoxReal _closestObject;
private _boundingBox = 0 boundingBoxReal _bestObject;
// Project target bounding box onto screen and do a real bad edge detection check
_boundingBox params ["_min", "_max"];
_min params ["_x0", "_y0", "_z0"];
_max params ["_x1", "_y1", "_z1"];
private _utl = _closestObject modelToWorldVisualWorld [_x0, _y0, _z0];
private _utr = _closestObject modelToWorldVisualWorld [_x1, _y0, _z0];
private _ubr = _closestObject modelToWorldVisualWorld [_x1, _y1, _z0];
private _ubl = _closestObject modelToWorldVisualWorld [_x0, _y1, _z0];
private _utl = _bestObject modelToWorldVisualWorld [_x0, _y0, _z0];
private _utr = _bestObject modelToWorldVisualWorld [_x1, _y0, _z0];
private _ubr = _bestObject modelToWorldVisualWorld [_x1, _y1, _z0];
private _ubl = _bestObject modelToWorldVisualWorld [_x0, _y1, _z0];
private _dtl = _closestObject modelToWorldVisualWorld [_x0, _y0, _z1];
private _dtr = _closestObject modelToWorldVisualWorld [_x1, _y0, _z1];
private _dbr = _closestObject modelToWorldVisualWorld [_x1, _y1, _z1];
private _dbl = _closestObject modelToWorldVisualWorld [_x0, _y1, _z1];
private _dtl = _bestObject modelToWorldVisualWorld [_x0, _y0, _z1];
private _dtr = _bestObject modelToWorldVisualWorld [_x1, _y0, _z1];
private _dbr = _bestObject modelToWorldVisualWorld [_x1, _y1, _z1];
private _dbl = _bestObject modelToWorldVisualWorld [_x0, _y1, _z1];
{
private _intersections = lineIntersectsSurfaces [_origin, _x, _ignoreObject, objNull, false, 16];

View File

@ -42,8 +42,7 @@ if ((_seekerTargetPos isNotEqualTo [0, 0, 0]) || { (_designateInput == 1) }) the
_cameraNamespace setVariable [QGVAR(seekerTargetPos), _seekerTargetPos];
_cameraNamespace setVariable [QGVAR(seekerTargetInfo), _seekerTargetInfo];
private _velocity = [0, 0, 0];
_seekerStateParams params [["_lastPositions", []], ["_lastAveragePosition", [0, 0, 0]]];
_seekerStateParams params [["_lastPositions", []], ["_lastAveragePosition", [0, 0, 0]], ["_velocity", [0, 0, 0]], ["_lastTimeCalculated", 0]];
if (5 < count _lastPositions) then {
private _averagePosition = [0, 0, 0];
{
@ -53,10 +52,12 @@ if (5 < count _lastPositions) then {
_averagePosition = _averagePosition vectorMultiply (1 / count _lastPositions);
if (_lastAveragePosition isNotEqualTo [0, 0, 0]) then {
if (_timestep == 0) then {
private _dt = CBA_missionTime - _lastTimeCalculated;
if (_dt == 0) then {
_velocity = [0, 0, 0];
} else {
_velocity = (_averagePosition vectorDiff _lastAveragePosition) vectorMultiply (1 / _timestep);
_velocity = (_averagePosition vectorDiff _lastAveragePosition) vectorMultiply (1 / _dt);
_seekerStateParams set [3, CBA_missionTime];
}
};
_seekerStateParams set [1, _averagePosition];
@ -69,6 +70,7 @@ _targetData set [3, _velocity];
_lastPositions pushBack _seekerTargetPos;
_seekerStateParams set [0, _lastPositions];
_seekerStateParams set [2, _velocity];
_seekerTargetPos