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pro-nav works flawlessly
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@ -83,35 +83,26 @@ if ((_minDeflection != 0 || {_maxDeflection != 0}) && {_profileAdjustedTargetPos
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private _targetVelocity = (_seekerTargetPos vectorDiff _lastTargetPosition) vectorMultiply (1 / diag_deltaTime);
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private _targetAcceleration = (_targetVelocity vectorDiff _lastTargetVelocity) vectorMultiply (1 / diag_deltaTime);
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private _lineOfSight = vectorNormalized (_profileAdjustedTargetPos vectorDiff _projectilePos);
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private _lineOfSight = vectorNormalized (_seekerTargetPos vectorDiff _projectilePos);
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private _losDelta = _lineOfSight vectorDiff _lastLineOfSight;
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private _losRate = (vectorMagnitude _losDelta) / TIMESTEP_FACTOR;
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private _closingVelocity = vectorMagnitude (_projectileVelocity vectorDiff _targetVelocity);
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private _closingVelocity = _targetVelocity vectorDiff _projectileVelocity;
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private _lateralAcceleration = (_navigationGain * _losRate * _closingVelocity * 10000000);
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private _commandedAcceleration = (_projectile vectorWorldToModelVisual _lineOfSight) vectorMultiply _lateralAcceleration;
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private _lateralAcceleration = (_navigationGain * _losRate * 10000000);
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private _commandedAcceleration = _closingVelocity vectorMultiply _lateralAcceleration;
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private _normalA = ((vectorDirVisual _projectile) vectorCrossProduct _lineOfSight);
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private _b = ((vectorUpVisual _projectile) vectorCrossProduct _lineOfSight);
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private _normalAMagnitude = vectorMagnitude _normalA;
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private _t = _normalA vectorDotProduct _b;
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private _normalASign = _t / abs _t;
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private _normalB = (vectorUpVisual _projectile) vectorMultiply (-_normalASign * _normalAMagnitude);
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_commandedAcceleration set [2, _lateralAcceleration * (_normalB#2)];
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// we need acceleration normal to our LOS
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private _commandedAccelerationProjected = _lineOfSight vectorMultiply (_commandedAcceleration vectorDotProduct _lineOfSight);
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_commandedAcceleration = _commandedAcceleration vectorDiff _commandedAccelerationProjected;
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#ifdef DRAW_GUIDANCE_INFO
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private _projectilePosAGL = ASLToAGL _projectilePos;
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drawIcon3D ["\a3\ui_f\data\IGUI\Cfg\Cursors\selectover_ca.paa", [1,0,0,1], _projectilePosAGL vectorAdd [0, 0, 1], 0.75, 0.75, 0, str _commandedAcceleration, 1, 0.025, "TahomaB"];
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drawIcon3D ["\a3\ui_f\data\IGUI\Cfg\Cursors\selectover_ca.paa", [1,0,0,1], ASLToAGL (_seekerTargetPos vectorAdd _targetVelocity), 0.75, 0.75, 0, "Predicted Position", 1, 0.025, "TahomaB"];
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drawLine3D [_projectilePosAGL, _projectilePosAGL vectorAdd (_normalA vectorMultiply 15), [1, 0, 1, 1]];
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drawLine3D [_projectilePosAGL, _projectilePosAGL vectorAdd (_normalB vectorMultiply 15), [0, 1, 1, 1]];
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drawLine3D [_projectilePosAGL, _projectilePosAGL vectorAdd _commandedAcceleration, [1, 0, 1, 1]];
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private _seekerPosAGL = ASLToAGL _seekerTargetPos;
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drawLine3D [_seekerPosAGL, _seekerPosAGL vectorAdd _targetVelocity, [0, 1, 1, 1]];
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@ -119,6 +110,7 @@ if ((_minDeflection != 0 || {_maxDeflection != 0}) && {_profileAdjustedTargetPos
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#endif
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if (!isGamePaused && accTime > 0) then {
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_commandedAcceleration = _projectile vectorWorldToModelVisual _commandedAcceleration;
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_commandedAcceleration params ["_yawChange", "", "_pitchChange"];
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private _clampedPitch = (_pitchChange min _pitchDegreesPerSecond) max -_pitchDegreesPerSecond;
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