110 lines
3.1 KiB
C++
110 lines
3.1 KiB
C++
//========= Copyright © 1996-2005, Valve Corporation, All rights reserved. ============//
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//
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// Purpose:
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//
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//=============================================================================//
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#ifndef SHOT_MANIPULATOR_H
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#define SHOT_MANIPULATOR_H
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#ifdef _WIN32
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#pragma once
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#endif
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#include "mathlib/vector.h"
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extern ConVar ai_shot_bias_min;
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extern ConVar ai_shot_bias_max;
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//---------------------------------------------------------
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// Caches off a shot direction and allows you to perform
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// various operations on it without having to recalculate
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// vecRight and vecUp each time.
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//---------------------------------------------------------
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class CShotManipulator
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{
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public:
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CShotManipulator( const Vector &vecForward )
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{
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SetShootDir( vecForward );
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};
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void SetShootDir( const Vector &vecForward )
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{
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m_vecShotDirection = vecForward;
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VectorVectors( m_vecShotDirection, m_vecRight, m_vecUp );
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}
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const Vector &ApplySpread( const Vector &vecSpread, float bias = 1.0 );
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const Vector &ApplyAngularSpread( const Vector &vecSpread, float bias = 1.0 );
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const Vector &GetShotDirection() { return m_vecShotDirection; }
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const Vector &GetResult() { return m_vecResult; }
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const Vector &GetRightVector() { return m_vecRight; }
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const Vector &GetUpVector() { return m_vecUp;}
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private:
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Vector m_vecShotDirection;
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Vector m_vecRight;
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Vector m_vecUp;
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Vector m_vecResult;
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};
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//---------------------------------------------------------
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// Take a vector (direction) and another vector (spread)
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// and modify the direction to point somewhere within the
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// spread. This used to live inside FireBullets.
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//---------------------------------------------------------
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inline const Vector &CShotManipulator::ApplySpread( const Vector &vecSpread, float bias )
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{
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// get circular gaussian spread
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float x, y, z;
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if ( bias > 1.0 )
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bias = 1.0;
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else if ( bias < 0.0 )
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bias = 0.0;
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float shotBiasMin = ai_shot_bias_min.GetFloat();
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float shotBiasMax = ai_shot_bias_max.GetFloat();
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// 1.0 gaussian, 0.0 is flat, -1.0 is inverse gaussian
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float shotBias = ( ( shotBiasMax - shotBiasMin ) * bias ) + shotBiasMin;
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float flatness = ( fabsf(shotBias) * 0.5 );
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do
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{
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x = random->RandomFloat(-1,1) * flatness + random->RandomFloat(-1,1) * (1 - flatness);
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y = random->RandomFloat(-1,1) * flatness + random->RandomFloat(-1,1) * (1 - flatness);
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if ( shotBias < 0 )
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{
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x = ( x >= 0 ) ? 1.0 - x : -1.0 - x;
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y = ( y >= 0 ) ? 1.0 - y : -1.0 - y;
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}
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z = x*x+y*y;
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} while (z > 1);
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m_vecResult = m_vecShotDirection + x * vecSpread.x * m_vecRight + y * vecSpread.y * m_vecUp;
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return m_vecResult;
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}
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inline const Vector &CShotManipulator::ApplyAngularSpread( const Vector &vecSpread, float bias )
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{
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float x, y, z;
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x = vecSpread[0] * random->RandomFloat(-0.5f, 0.5f);
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y = vecSpread[1] * random->RandomFloat(-0.5f, 0.5f);
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z = vecSpread[2] * random->RandomFloat(-0.5f, 0.5f);
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matrix3x4_t matrix;
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QAngle qa(x,y,z);
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AngleMatrix( qa, matrix );
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VectorTransform(m_vecShotDirection, matrix, m_vecResult);
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return m_vecResult;
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}
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#endif // SHOT_MANIPULATOR_H
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