#include "script_component.hpp" /* * Author: jaynus / nou * Guidance Per Frame Handler * * Arguments: * 0: Guidance Arg Array * 1: PFID * * Return Value: * None * * Example: * [[], 0] call ace_missileguidance_fnc_guidancePFH; * * Public: No */ BEGIN_COUNTER(guidancePFH); #define TIMESTEP_FACTOR 0.01 params ["_args", "_pfID"]; _args params ["_firedEH", "_launchParams", "_flightParams", "_seekerParams", "_stateParams"]; _firedEH params ["_shooter","","","","_ammo","","_projectile"]; _launchParams params ["","_targetLaunchParams"]; _stateParams params ["_lastRunTime", "_seekerStateParams", "_attackProfileStateParams", "_lastKnownPosState", "_pidData"]; if (!alive _projectile || isNull _projectile || isNull _shooter) exitWith { [_pfID] call CBA_fnc_removePerFrameHandler; END_COUNTER(guidancePFH); }; private _runtimeDelta = diag_tickTime - _lastRunTime; private _adjustTime = 1; if (accTime > 0) then { _adjustTime = 1/accTime; _adjustTime = _adjustTime * (_runtimeDelta / TIMESTEP_FACTOR); TRACE_4("Adjust timing", 1/accTime, _adjustTime, _runtimeDelta, (_runtimeDelta / TIMESTEP_FACTOR) ); } else { _adjustTime = 0; }; private _minDeflection = ((_flightParams select 0) - ((_flightParams select 0) * _adjustTime)) max 0; private _maxDeflection = (_flightParams select 1) * _adjustTime; // private _incDeflection = _flightParams select 2; // todo private _projectilePos = getPosASLVisual _projectile; // Run seeker function: private _seekerTargetPos = [[0,0,0], _args, _seekerStateParams, _lastKnownPosState] call FUNC(doSeekerSearch); // Run attack profile function: private _profileAdjustedTargetPos = [_seekerTargetPos, _args, _attackProfileStateParams] call FUNC(doAttackProfile); // If we have no seeker target, then do not change anything // If there is no deflection on the missile, this cannot change and therefore is redundant. Avoid calculations for missiles without any deflection if ((_minDeflection != 0 || {_maxDeflection != 0}) && {_profileAdjustedTargetPos isNotEqualTo [0,0,0]}) then { // Get a commanded acceleration via proportional navigation (https://youtu.be/Osb7anMm1AY) // Use a simple PID controller to get the desired pitch, yaw, and roll // Simulate moving servos by moving in each DOF by a fixed amount per frame // Then setVectorDirAndUp to allow ARMA to translate the velocity to whatever PhysX says private _rollDegreesPerSecond = 30; private _yawDegreesPerSecond = 30; private _pitchDegreesPerSecond = 30; private _proportionalGain = 1; private _integralGain = 0; private _derivativeGain = 0; _pidData params ["_pid", "_lastMissileFrame", "_currentPitchYawRoll"]; _currentPitchYawRoll params ["_pitch", "_yaw", "_roll"]; _lastMissileFrame params ["_lastTargetPosition", "_lastTargetVelocity", "_lastAngle"]; private _navigationGain = 3; // integrate target velocity for realistic inference of velocity private _targetVelocity = (_seekerTargetPos vectorDiff _lastTargetPosition) vectorMultiply (1 / diag_deltaTime); private _targetAcceleration = (_targetVelocity vectorDiff _lastTargetVelocity) vectorMultiply (1 / diag_deltaTime); private _currentLineOfSight = vectorNormalized (_profileAdjustedTargetPos vectorDiff _projectilePos); private _targetVelocityAtPositon = _profileAdjustedTargetPos vectorAdd _targetVelocity; private _lineOfSightAtPosition = _projectilePos vectorAdd _currentLineOfSight; // get angle between LOS's private _angleNow = acos (_targetVelocityAtPositon vectorCos _lineOfSightAtPosition); private _losChange = (_angleNow - _lastAngle) / diag_deltaTime; private _closingVelocity = (velocity _projectile) vectorDiff _targetVelocity; private _commandedAcceleration = _closingVelocity vectorMultiply (_navigationGain * _losChange); _commandedAcceleration = _projectile vectorWorldToModelVisual _commandedAcceleration; private _relativeLOS = _projectile vectorWorldToModelVisual (_currentLineOfSight vectorCrossProduct velocity _projectile); _commandedAcceleration = _relativeLOS vectorMultiply (vectorMagnitude _commandedAcceleration); #ifdef DRAW_GUIDANCE_INFO TRACE_1("",_commandedAcceleration); private _projectilePosAGL = ASLToAGL _projectilePos; drawLine3D [_projectilePosAGL, _projectilePosAGL vectorAdd ((_projectile vectorModelToWorldVisual _relativeLOS) vectorMultiply 15), [1, 0, 0, 1]]; #endif if (!isGamePaused && accTime > 0) then { _commandedAcceleration params ["_pitchChange", "_yawChange"]; private _clampedPitch = (-_pitchChange min _pitchDegreesPerSecond) max -_pitchDegreesPerSecond; private _clampedYaw = (_yawChange min _yawDegreesPerSecond) max -_yawDegreesPerSecond; _pitch = _pitch + _clampedPitch * diag_deltaTime; _yaw = _yaw + _clampedYaw * diag_deltaTime; [_projectile, _pitch, _yaw, 0] call FUNC(changeMissileDirection); _currentPitchYawRoll set [0, _pitch]; _currentPitchYawRoll set [1, _yaw]; }; _pidData set [0, _pid]; if (accTime > 0) then { _pidData set [1, [_seekerTargetPos, _targetVelocity, _angleNow]]; }; _pidData set [2, _currentPitchYawRoll]; _stateParams set [4, _pidData]; _args set [4, _stateParams]; }; #ifdef DRAW_GUIDANCE_INFO TRACE_3("",_projectilePos,_seekerTargetPos,_profileAdjustedTargetPos); drawIcon3D ["\a3\ui_f\data\IGUI\Cfg\Cursors\selectover_ca.paa", [1,0,0,1], ASLtoAGL _projectilePos, 0.75, 0.75, 0, _ammo, 1, 0.025, "TahomaB"]; if (!isGamePaused && accTime > 0) then { private _ps = "#particlesource" createVehicleLocal (ASLtoAGL _projectilePos); _PS setParticleParams [["\A3\Data_f\cl_basic", 8, 3, 1], "", "Billboard", 1, 3.0141, [0, 0, 2], [0, 0, 0], 1, 1.275, 1, 0, [1, 1], [[1, 0, 0, 1], [1, 0, 0, 1], [1, 0, 0, 1]], [1], 1, 0, "", "", nil]; _PS setDropInterval 1.0; }; #endif _stateParams set [0, diag_tickTime]; END_COUNTER(guidancePFH);