ACE3/addons/common/functions/fnc_changeProjectileDirection.sqf
2015-05-14 17:12:40 -05:00

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/*
* Author: commy2
*
* Adjust a projectiles velocity and dir + up vector.
*
* Argument:
* 0: Projectile (Object, CfgAmmo)
* 1: Adjust azimuth this much. (Number)
* 2: Adjust inclination this much. (Number)
* 3: Adjust projectile speed this much. In m/s. (Number, optional default: 0 m/s)
*
* Return value:
* None.
*/
#include "script_component.hpp"
private ["_adjustSpeed", "_vdir", "_dir", "_up", "_l", "_r", "_vup", "_vel", "_vlat"];
PARAMS_3(_projectile,_adjustDir,_adjustUp);
_adjustSpeed = if (count _this > 3) then {
_this select 3
} else {
0
};
["CPD", [_fnc_scriptNameParent, _adjustDir, _adjustUp, _adjustSpeed], nil, false] call FUNC(log);
// get old direction vector
_vdir = vectorNormalized velocity _projectile;
// get azimuth and inclination and apply corrections
_dir = (_vdir select 0) atan2 (_vdir select 1) + _adjustDir;
_up = asin (_vdir select 2) + _adjustUp;
// get new direction vector (this is a unit vector)
_vdir = [
sin _dir * cos _up,
cos _dir * cos _up,
sin _up
];
// get best up vector
_vlat = vectorNormalized (_vdir vectorCrossProduct [0,0,1]);
_vup = _vlat vectorCrossProduct _vdir;
// get new speed vector. Keep total speed, but change to new direction. Yay for vector commands.
_vel = _vdir vectorMultiply (_adjustSpeed + vectorMagnitude velocity _projectile);
// set projectile direction dir and up. Projectiles are long objects, especially with tracers, so it would look dumb otherwise.
_projectile setVectorDirAndUp [_vdir, _vup];
// set new speed vector
_projectile setVelocity _vel;