ACE3/addons/artillerytables/functions/fnc_turretPFEH.sqf
PabstMirror 8e3fd45500
Artillery rangletables (universal) (#6853)
* Initial

* Update artillerytables.cpp

* Pass by value, remove c17 features

* Tweak accuracy

* SQF work

- improve compat with a3 mlrs with remote cam (animationSourcePhase)
- handle non [0] turrets (rhs prp)
- add config entries
- use vectorCos to fix fp error (thanks commy)

* Support per mag air friction

* tweak friction

* Integrate with mk6

* more acos fixes

* Handle invalid memPointGunOptic (CUP_BM21_Base)

* Cleanup

* cleanup/tweaks

* Update checkConfigs.sqf

* Finish cleanup of ace_mk6mortar

* Update stringtable.xml

* fix bwc for ACE_RangeTable_82mm

* Update fnc_rangeTableCanUse.sqf

* build 32dll, fix some headers

* strncpy and move testing to seperate file

* Move to sub-category

* Update for ACE_Extensions changes and add warning to ace_common

* Update stringtable.xml

* Update addons/common/functions/fnc_checkFiles.sqf

Co-Authored-By: jonpas <jonpas33@gmail.com>

* Update stringtable.xml

* Update stringtable.xml

* test extension.yml update logical operator

* Revert "test extension.yml update logical operator"

This reverts commit b1871724ad.

* more guess and test
2019-12-17 10:14:45 -06:00

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4.5 KiB
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#include "script_component.hpp"
/*
* Author: PabstMirror
* Shows real azimuth and elevation on hud
*
* Arguments:
* 0: PFEH Args <ARRAY>
*
* Return Value:
* Nothing
*
* Example:
* [[...]] call ace_artillerytables_fnc_turretPFEH
*
* Public: No
*/
(_this select 0) params ["_vehicle", "_turret", "_fireModes", "_useAltElevation", "_turretAnimBody", "_invalidGunnerMem"];
if (shownArtilleryComputer && {GVAR(disableArtilleryComputer)}) then {
// Still Don't like this solution, but it works
closeDialog 0;
[localize LSTRING(disableArtilleryComputer_displayName)] call EFUNC(common,displayTextStructured);
};
// Restart display if null (not just at start, this will happen periodicly)
if (isNull (uiNamespace getVariable [QGVAR(display), displayNull])) then {
TRACE_1("creating display",_this);
([QGVAR(modeDisplay)] call BIS_fnc_rscLayer) cutRsc [QGVAR(modeDisplay), "PLAIN", 1, false];
};
private _ctrlGroup = (uiNamespace getVariable [QGVAR(display), displayNull]) displayCtrl 1000;
if (cameraView != "GUNNER") exitWith { // need to be in gunner mode, so we can check where the optics are aiming at
_ctrlGroup ctrlShow false;
};
_ctrlGroup ctrlShow true;
BEGIN_COUNTER(pfeh);
private _currentFireMode = (weaponState [_vehicle, _turret]) select 2;
private _currentChargeMode = _fireModes find _currentFireMode;
private _lookVector = (AGLtoASL (positionCameraToWorld [0,0,0])) vectorFromTo (AGLtoASL (positionCameraToWorld [0,0,1]));
private _weaponDir = _vehicle weaponDirection (currentWeapon _vehicle);
// Calc real azimuth/elevation
// (looking at the sky VS looking at ground will radicaly change fire direction because BIS)
private _display = uiNamespace getVariable ["ACE_dlgArtillery", displayNull];
private _useRealWeaponDir = if ((isNull (_display displayCtrl 173)) || {(_vehicle ammo (currentWeapon _vehicle)) == 0}) then {
// With no ammo, distance display will be empty, but gun will still fire at wonky angle if aimed at ground
private _testSeekerPosASL = AGLtoASL (positionCameraToWorld [0,0,0]);
private _testPoint = _testSeekerPosASL vectorAdd (_lookVector vectorMultiply viewDistance);
!((terrainIntersectASL [_testSeekerPosASL, _testPoint]) || {lineIntersects [_testSeekerPosASL, _testPoint, _vehicle]});
} else {
((ctrlText (_display displayCtrl 173)) == "--")
};
private _realElevation = asin (_weaponDir select 2);
private _realAzimuth = 0;
if (_useRealWeaponDir || _invalidGunnerMem) then {
// No range (looking at sky), it will follow weaponDir:
_realAzimuth = (_weaponDir select 0) atan2 (_weaponDir select 1)
} else {
// Valid range, will fire at camera dir
// Azimuth will still be look dir EVEN IF elevation has flipped over 90! (on steep hills)
_realAzimuth = ((_lookVector select 0) atan2 (_lookVector select 1));
if (_useAltElevation) then {
// Some small mortars have odd launch angles (I think due to the addition of neutral elevation constant with the manual elevation)
// This gets very close, (should be less than 0.5deg deviation on a 20deg slope)
private _currentTraverseRad = _vehicle animationSourcePhase _turretAnimBody;
if (isNil "_currentTraverseRad") then { _currentTraverseRad = _vehicle animationPhase _turretAnimBody; };
// Get turret roatation around it's z axis, then calc weapon elev in it's projection
private _turretRot = [vectorDir _vehicle, vectorUp _vehicle, deg _currentTraverseRad] call CBA_fnc_vectRotate3D;
_realElevation = (acos ((_turretRot vectorCos _weaponDir) min 1)) + ((_turretRot call CBA_fnc_vect2polar) select 2);
if (_realElevation > 90) then { _realElevation = 180 - _realElevation; }; // does not flip azimuth!
};
};
if (_realAzimuth < 0) then { _realAzimuth = _realAzimuth + 360; }; // mils will be 0-6400
private _ctrlCharge = (uiNamespace getVariable [QGVAR(display), displayNull]) displayCtrl IDC_CHARGE;
private _ctrlAzimuth = (uiNamespace getVariable [QGVAR(display), displayNull]) displayCtrl IDC_AZIMUTH;
private _ctrlElevation = (uiNamespace getVariable [QGVAR(display), displayNull]) displayCtrl IDC_ELEVATION;
_ctrlAzimuth ctrlSetText Format ["AZ: %1", [DEGTOMILS * _realAzimuth, 4, 0] call CBA_fnc_formatNumber];
_ctrlElevation ctrlSetText Format ["EL: %1", [DEGTOMILS * _realElevation, 4, 0] call CBA_fnc_formatNumber];
_ctrlCharge ctrlSetText format ["CH: %1", _currentChargeMode];
// avalible for other addons (mk6)
GVAR(predictedAzimuth) = _realAzimuth;
GVAR(predictedElevation) = _realElevation;
END_COUNTER(pfeh);