/* * Author: PabstMirror * DEV function to build mortar tables, very cpu intensive (never used durring normal gameplay) * * Arguments: * 0: Shot Angle (degrees) * 1: Muzzle Velocity (m/s) * 2: Air Friction * 3: Tempeture (degres celcius) * 4: Relative Air Denisty * 5: Tail Wind (m/s) * 6: Cross Wind (m/s) * 7: Height Of Target (M) * 8: Time Step (fraction of a second) * * Return Value: * [Distance Traveled, Shot Time, Offset (degrees)] * * Example: * [45, 180, -0.0001, 15, 1, 10, 0, 0, 1/50] call ace_mk6mortar_fnc_dev_simulateShot; * * Public: No */ #include "script_component.hpp" private ["_angleDeg", "_muzzleVelocity", "_airFriction", "_temp", "_relDensity", "_tailWind", "_crosswind", "_heightOfTarget", "_timeStep", "_wind", "_gravity", "_currentPos", "_currentVelocity", "_currentTime", "_lastPos", "_kCoefficent", "_aparentWind", "_changeInVelocity", "_linConversion", "_middlePos", "_middlePosOld", "_middleTotalTravelTime", "_offsetDeg"]; _angleDeg = _this select 0; _muzzleVelocity = _this select 1; _airFriction = _this select 2; _temp = _this select 3; _relDensity = _this select 4; _tailWind = _this select 5; _crosswind = _this select 6; _heightOfTarget = _this select 7; _timeStep = _this select 8; _wind = [_crosswind, _tailWind, 0]; _gravity = [0,0,-9.8]; _currentPos = [0,0,0]; _muzzleVelocity = _muzzleVelocity * (((_temp + 273.13) / 288.13 - 1) / 40 + 1); _currentVelocity = [0, (_muzzleVelocity * cos _angleDeg), (_muzzleVelocity * sin _angleDeg)]; _currentTime = 0; _lastPos = _currentPos; _kCoefficent = -1 * _relDensity * _airFriction; //save ACE_time in the loop and compute once while {((_currentVelocity select 2) > 0) || ((_currentPos select 2) >= _heightOfTarget)} do { _lastPos = _currentPos; _aparentWind = _wind vectorDiff _currentVelocity; _changeInVelocity = _gravity vectorAdd (_aparentWind vectorMultiply ((vectorMagnitude _aparentWind) * _kCoefficent)); _currentVelocity = _currentVelocity vectorAdd (_changeInVelocity vectorMultiply _timeStep); _currentPos = _currentPos vectorAdd (_currentVelocity vectorMultiply _timeStep); _currentTime = _currentTime + _timeStep; }; //Uses linearConversion to get a weighted average betwen points before and after dropping below target height _linConversion = linearConversion [(_lastPos select 2), (_currentPos select 2), _heightOfTarget, 0, 1, true]; _middlePos = (_lastPos vectorMultiply (1 - _linConversion)) vectorAdd (_currentPos vectorMultiply (_linConversion)); // _middlePosOld = (_lastPos vectorAdd _currentPos) vectorMultiply 0.5; //Same to find travel ACE_time _middleTotalTravelTime = _currentTime - (_timeStep * (1-_linConversion)); //Find shot offset (from crosswind), in degrees _offsetDeg = (_middlePos select 0) aTan2 (_middlePos select 1); [(_middlePos select 1), _middleTotalTravelTime, _offsetDeg]