88 lines
2.7 KiB
C++
88 lines
2.7 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
|