96 lines
2.5 KiB
C
96 lines
2.5 KiB
C
|
//========= Copyright Valve Corporation, All rights reserved. ============//
|
||
|
//
|
||
|
// Purpose:
|
||
|
//
|
||
|
//=============================================================================//
|
||
|
|
||
|
#ifndef SHOT_MANIPULATOR_H
|
||
|
#define SHOT_MANIPULATOR_H
|
||
|
#ifdef _WIN32
|
||
|
#pragma once
|
||
|
#endif
|
||
|
|
||
|
|
||
|
#include "mathlib/vector.h"
|
||
|
|
||
|
|
||
|
extern ConVar ai_shot_bias_min;
|
||
|
extern ConVar ai_shot_bias_max;
|
||
|
|
||
|
|
||
|
//---------------------------------------------------------
|
||
|
// Caches off a shot direction and allows you to perform
|
||
|
// various operations on it without having to recalculate
|
||
|
// vecRight and vecUp each time.
|
||
|
//---------------------------------------------------------
|
||
|
class CShotManipulator
|
||
|
{
|
||
|
public:
|
||
|
CShotManipulator( const Vector &vecForward )
|
||
|
{
|
||
|
SetShootDir( vecForward );
|
||
|
};
|
||
|
|
||
|
void SetShootDir( const Vector &vecForward )
|
||
|
{
|
||
|
m_vecShotDirection = vecForward;
|
||
|
VectorVectors( m_vecShotDirection, m_vecRight, m_vecUp );
|
||
|
}
|
||
|
|
||
|
const Vector &ApplySpread( const Vector &vecSpread, float bias = 1.0 );
|
||
|
|
||
|
const Vector &GetShotDirection() { return m_vecShotDirection; }
|
||
|
const Vector &GetResult() { return m_vecResult; }
|
||
|
const Vector &GetRightVector() { return m_vecRight; }
|
||
|
const Vector &GetUpVector() { return m_vecUp;}
|
||
|
|
||
|
private:
|
||
|
Vector m_vecShotDirection;
|
||
|
Vector m_vecRight;
|
||
|
Vector m_vecUp;
|
||
|
Vector m_vecResult;
|
||
|
};
|
||
|
|
||
|
//---------------------------------------------------------
|
||
|
// Take a vector (direction) and another vector (spread)
|
||
|
// and modify the direction to point somewhere within the
|
||
|
// spread. This used to live inside FireBullets.
|
||
|
//---------------------------------------------------------
|
||
|
inline const Vector &CShotManipulator::ApplySpread( const Vector &vecSpread, float bias )
|
||
|
{
|
||
|
// get circular gaussian spread
|
||
|
float x, y, z;
|
||
|
|
||
|
if ( bias > 1.0 )
|
||
|
bias = 1.0;
|
||
|
else if ( bias < 0.0 )
|
||
|
bias = 0.0;
|
||
|
|
||
|
float shotBiasMin = ai_shot_bias_min.GetFloat();
|
||
|
float shotBiasMax = ai_shot_bias_max.GetFloat();
|
||
|
|
||
|
// 1.0 gaussian, 0.0 is flat, -1.0 is inverse gaussian
|
||
|
float shotBias = ( ( shotBiasMax - shotBiasMin ) * bias ) + shotBiasMin;
|
||
|
|
||
|
float flatness = ( fabsf(shotBias) * 0.5 );
|
||
|
|
||
|
do
|
||
|
{
|
||
|
x = random->RandomFloat(-1,1) * flatness + random->RandomFloat(-1,1) * (1 - flatness);
|
||
|
y = random->RandomFloat(-1,1) * flatness + random->RandomFloat(-1,1) * (1 - flatness);
|
||
|
if ( shotBias < 0 )
|
||
|
{
|
||
|
x = ( x >= 0 ) ? 1.0 - x : -1.0 - x;
|
||
|
y = ( y >= 0 ) ? 1.0 - y : -1.0 - y;
|
||
|
}
|
||
|
z = x*x+y*y;
|
||
|
} while (z > 1);
|
||
|
|
||
|
m_vecResult = m_vecShotDirection + x * vecSpread.x * m_vecRight + y * vecSpread.y * m_vecUp;
|
||
|
|
||
|
return m_vecResult;
|
||
|
}
|
||
|
|
||
|
|
||
|
#endif // SHOT_MANIPULATOR_H
|