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https://github.com/id-Software/DOOM-3-BFG.git
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76 lines
3.3 KiB
C
76 lines
3.3 KiB
C
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/*
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===========================================================================
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Doom 3 BFG Edition GPL Source Code
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Copyright (C) 1993-2012 id Software LLC, a ZeniMax Media company.
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This file is part of the Doom 3 BFG Edition GPL Source Code ("Doom 3 BFG Edition Source Code").
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Doom 3 BFG Edition Source Code is free software: you can redistribute it and/or modify
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it under the terms of the GNU General Public License as published by
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the Free Software Foundation, either version 3 of the License, or
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(at your option) any later version.
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Doom 3 BFG Edition Source Code is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with Doom 3 BFG Edition Source Code. If not, see <http://www.gnu.org/licenses/>.
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In addition, the Doom 3 BFG Edition Source Code is also subject to certain additional terms. You should have received a copy of these additional terms immediately following the terms and conditions of the GNU General Public License which accompanied the Doom 3 BFG Edition Source Code. If not, please request a copy in writing from id Software at the address below.
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If you have questions concerning this license or the applicable additional terms, you may contact in writing id Software LLC, c/o ZeniMax Media Inc., Suite 120, Rockville, Maryland 20850 USA.
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===========================================================================
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*/
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#ifndef __AIMASSIST_H__
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#define __AIMASSIST_H__
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/*
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================================================================================================
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Contains the AimAssist declaration.
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================================================================================================
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*/
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class idEntity;
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class idPlayer;
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/*
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================================================
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idAimAssist modifies the angle of Weapon firing to help the Player
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hit a Target.
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================================================
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*/
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class idAimAssist {
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public:
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idAimAssist() : angleCorrection( ang_zero ), frictionScalar( 1.0f ), lastTargetPos( vec3_zero ), player( NULL ) {}
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void Init( idPlayer * player );
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void Update();
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void GetAngleCorrection( idAngles & correction ) const { correction = angleCorrection; }
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float GetFrictionScalar () const { return frictionScalar; }
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idEntity * GetLastTarget() { return targetEntity; }
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idEntity * FindAimAssistTarget( idVec3 & targetPos );
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private:
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void UpdateNewAimAssist();
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float ComputeEntityAimAssistScore( const idVec3 & targetPos, const idVec3 & cameraPos, const idMat3 & cameraAxis );
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bool ComputeTargetPos( idEntity * pTarget, idVec3 & primaryTargetPos, idVec3 & secondaryTargetPos );
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float ComputeFrictionRadius( float distanceToTarget );
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void UpdateAdhesion( idEntity * pTarget, const idVec3 & targetPos);
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void UpdateFriction( idEntity * pTarget, const idVec3 & targetPos);
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idPlayer * player; // player associated with this object
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idAngles angleCorrection; // the angle delta to apply for aim assistance
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float frictionScalar; // friction scalar
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idEntityPtr<idEntity> targetEntity; // the last target we had (updated every frame)
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idVec3 lastTargetPos; // the last target position ( updated every frame );
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};
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#endif // !__AIMASSIST_H__
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