ACE3/addons/laser/functions/fnc_shootCone.sqf
Nicolás Badano ab6fc8efca Laser guidance for all designators (#3308)
* Fix laser and missileguidance over water

* Return a normalized vector in EFUNC(common,getTurretDirection)

* Make laser dispersion simulation optional, default off

* Prototype for ace_laser_designate

* Remove vanilla laser handling from ace_laser in favor of the new code on ace_laser_designate

* Simplify laser into one module

Rewrite large parts of laser
Merge laser_designate
Delete lase_selfDesignate

* Cleanup missile guidance

* Headers, fix laser over water

* Cleanup

* Test

* Change setting to scalar, more cleanup

* Add seeker debug drawing
2016-10-08 12:55:30 +02:00

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/*
* Author: Nou
* Shoots multiple rays in a dispersion pattern
*
* Arguments:
* 0: Origin position ASL <ARRAY>
* 1: Direction (normalized) <ARRAY>
* 2: Divergence (mils) <OPTIONAL><NUMBER>
* 3: Count at each divergence level <OPTIONAL><NUMBER>
* 4: Ignore vehicle 1 (e.g. Player's vehicle) <OPTIONAL><OBJECT>
*
* Return value:
* <ARRAY> [_longestReturn, _shortestReturn, _resultPositions]
*
* Example:
* [getPosASL player, [0,1,0]] call ace_laser_fnc_shootCone;
*
* Public: No
*/
//#define DEBUG_MODE_FULL
#include "script_component.hpp"
BEGIN_COUNTER(shootCone);
params ["_pos", "_vec", ["_divergence", 0.3], ["_count", 3], ["_ignoreObj1", objNull]];
private _longestReturn = -1000000000;
private _shortestReturn = 1000000000;
private _resultPositions = [];
private _p1 = [0,0,0];
private _p2 = +_vec;
private _p = (_vec call CBA_fnc_vect2polar);
private _v = [(_p select 0), (_p select 1), (_p select 2)+90] call CBA_fnc_polar2vect;
private _cp = _vec vectorCrossProduct _v;
private _vecRotateMap = [_cp, _p1, _p2] call FUNC(rotateVectLineGetMap);
// Check first with a perfect ray to the center
private _result = [_pos, _vec, _ignoreObj1] call FUNC(shootRay);
private _resultPos = _result select 0;
if (!isNil "_resultPos") then {
private _distance = _result select 1;
if (_distance < _shortestReturn) then { _shortestReturn = _distance; };
if (_distance > _longestReturn) then { _longestReturn = _distance; };
_resultPositions pushBack _result;
};
private _pos2 = _pos vectorAdd (_vec vectorMultiply 1000);
// Try at 3 radius (full, half, quarter of specified divergence)
{
private _radOffset = random 360;
for "_i" from 1 to ceil(_count*_x) do { // Will always do at least 1
private _offset = [_vecRotateMap, (((360/_count)*_i)+_radOffset) mod 360] call FUNC(rotateVectLine);
private _offsetPos = _pos2 vectorAdd (_offset vectorMultiply (_divergence*_x));
private _offsetVector = _pos vectorFromTo _offsetPos;
_result = [_pos, _offsetVector, _ignoreObj1] call FUNC(shootRay);
_resultPos = _result select 0;
if (!isNil "_resultPos") then {
private _distance = _result select 1;
if (_distance < _shortestReturn) then { _shortestReturn = _distance; };
if (_distance > _longestReturn) then { _longestReturn = _distance; };
_resultPositions pushBack _result;
};
};
} forEach [1,0.5,0.25];
END_COUNTER(shootCone);
[_longestReturn, _shortestReturn, _resultPositions];