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| author | FluorescentCIAAfricanAmerican <[email protected]> | 2020-04-22 12:56:21 -0400 |
|---|---|---|
| committer | FluorescentCIAAfricanAmerican <[email protected]> | 2020-04-22 12:56:21 -0400 |
| commit | 3bf9df6b2785fa6d951086978a3e66f49427166a (patch) | |
| tree | 2c0f1f0c63c4832882bc93814ebd2c2b1c6224e5 /game/shared/shot_manipulator.h | |
| download | archived-source-engine-2018-hl2-src-master.tar.xz archived-source-engine-2018-hl2-src-master.zip | |
Diffstat (limited to 'game/shared/shot_manipulator.h')
| -rw-r--r-- | game/shared/shot_manipulator.h | 95 |
1 files changed, 95 insertions, 0 deletions
diff --git a/game/shared/shot_manipulator.h b/game/shared/shot_manipulator.h new file mode 100644 index 0000000..4056cb3 --- /dev/null +++ b/game/shared/shot_manipulator.h @@ -0,0 +1,95 @@ +//========= 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 |