ACE3/addons/winddeflection/functions/fnc_updateTrajectoryPFH.sqf
ulteq dcc934202b
Weather - Major Cleanup (#5710)
* Single global on/off switch (that really turns everything off properly)
* Less coupling between code that runs on the client / server
* Simpler update routines
* More cohesive code
* Less module options
* Less network traffic
2017-11-10 15:44:15 +01:00

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/*
* Author: Glowbal, Ruthberg
* Handles wind deflection for projectiles.
*
* Arguments:
* 0: bullet - Object the event handler is assigned to <OBJECT>
* 1: airFriction - air friction of the bullet <NUMBER>
*
* Return Value:
* None
*
* Example:
* [bullet, 2] call ace_winddeflection_fnc_updateTrajectoryPFH
*
* Public: No
*/
// #define ENABLE_PERFORMANCE_COUNTERS
#include "script_component.hpp"
[{
// BEGIN_COUNTER(pfeh);
params ["_args"];
_args params ["_lastTime"];
private _deltaT = CBA_missionTime - _lastTime;
_args set [0, CBA_missionTime];
private _isWind = (vectorMagnitude wind > 0);
{
_x params ["_bullet", "_airFriction"];
private _bulletVelocity = velocity _bullet;
private _bulletSpeedSqr = vectorMagnitudeSqr _bulletVelocity;
if ((!alive _bullet) || {(_bullet isKindOf "BulletBase") && {_bulletSpeedSqr < 10000}}) then {
GVAR(trackedBullets) deleteAt (GVAR(trackedBullets) find _x);
} else {
if (_isWind) then {
private _trueVelocity = _bulletVelocity vectorDiff wind;
private _trueSpeed = vectorMagnitude _trueVelocity;
private _dragRef = _deltaT * _airFriction * _bulletSpeedSqr;
private _accelRef = (vectorNormalized _bulletVelocity) vectorMultiply (_dragRef);
_bulletVelocity = _bulletVelocity vectorDiff _accelRef;
private _drag = _deltaT * _airFriction * _trueSpeed;
private _accel = _trueVelocity vectorMultiply (_drag);
_bulletVelocity = _bulletVelocity vectorAdd _accel;
};
_bullet setVelocity _bulletVelocity;
};
nil
} count +GVAR(trackedBullets);
// END_COUNTER(pfeh);
}, GVAR(simulationInterval), [CBA_missionTime]] call CBA_fnc_addPerFrameHandler;