#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 diag_deltaTime params ["_args", "_pfID"]; _args params ["_firedEH", "_launchParams", "_flightParams", "_seekerParams", "_stateParams"]; _firedEH params ["_shooter","","","","_ammo","","_projectile"]; _launchParams params ["","_targetLaunchParams"]; _stateParams params ["_lastRunTime", "_seekerStateParams", "_attackProfileStateParams", "_lastKnownPosState", "_navigationParameters"]; if (!alive _projectile || isNull _projectile || isNull _shooter) exitWith { [_pfID] call CBA_fnc_removePerFrameHandler; END_COUNTER(guidancePFH); }; _flightParams params ["_pitchRate", "_yawRate"]; // Run seeker function: private _seekerTargetPos = [[0,0,0], _args, _seekerStateParams, _lastKnownPosState] call FUNC(doSeekerSearch); // Run attack profile function: _seekerTargetPos = AGLtoASL ASLToAGL _seekerTargetPos; private _profileAdjustedTargetPos = [_seekerTargetPos, _args, _attackProfileStateParams] call FUNC(doAttackProfile); private _projectilePos = getPosASLVisual _projectile; // 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 ((_pitchRate != 0 || {_yawRate != 0}) && {_profileAdjustedTargetPos isNotEqualTo [0,0,0]}) then { private _commandedAcceleration = [_args, TIMESTEP_FACTOR, _seekerTargetPos, _profileAdjustedTargetPos] call FUNC(navigationType_proNav); #ifdef DRAW_GUIDANCE_INFO private _projectilePosAGL = ASLToAGL _projectilePos; 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"]; drawLine3D [_projectilePosAGL, _projectilePosAGL vectorAdd _commandedAcceleration, [1, 0, 1, 1]]; #endif // activate missile servos and change direction if (!isGamePaused && accTime > 0) then { _navigationParameters params ["", "_currentPitchYawRoll"]; _currentPitchYawRoll params ["_yaw", "_roll", "_pitch"]; _commandedAcceleration = _projectile vectorWorldToModelVisual _commandedAcceleration; _commandedAcceleration params ["_yawChange", "", "_pitchChange"]; private _clampedPitch = (_pitchChange min _pitchRate) max -_pitchRate; private _clampedYaw = (_yawChange min _yawRate) max -_yawRate; TRACE_9("pitch/yaw/roll",_pitch,_yaw,_roll,_yawChange,_pitchChange,_pitchRate,_yawRate,_clampedPitch,_clampedYaw); _pitch = _pitch + _clampedPitch * TIMESTEP_FACTOR; _yaw = _yaw + _clampedYaw * TIMESTEP_FACTOR; TRACE_3("new pitch/yaw/roll",_pitch,_yaw,_roll); [_projectile, _pitch, _yaw, 0] call FUNC(changeMissileDirection); _projectile setVelocityModelSpace [0, vectorMagnitude velocity _projectile, 0]; _currentPitchYawRoll set [0, _yaw]; _currentPitchYawRoll set [2, _pitch]; _navigationParameters set [1, _currentPitchYawRoll]; }; _stateParams set [4, _navigationParameters]; _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);