doom3-bfg/neo/d3xp/AimAssist.h

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/*
===========================================================================
Doom 3 BFG Edition GPL Source Code
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
it under the terms of the GNU General Public License as published by
the Free Software Foundation, either version 3 of the License, or
(at your option) any later version.
Doom 3 BFG Edition Source Code is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with Doom 3 BFG Edition Source Code. If not, see <http://www.gnu.org/licenses/>.
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.
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.
===========================================================================
*/
#ifndef __AIMASSIST_H__
#define __AIMASSIST_H__
/*
================================================================================================
Contains the AimAssist declaration.
================================================================================================
*/
class idEntity;
class idPlayer;
/*
================================================
idAimAssist modifies the angle of Weapon firing to help the Player
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hit a Target.
================================================
*/
class idAimAssist
{
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public:
idAimAssist() : player( NULL ), angleCorrection( ang_zero ), frictionScalar( 1.0f ), lastTargetPos( vec3_zero ) {}
void Init( idPlayer* player );
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void Update();
void GetAngleCorrection( idAngles& correction ) const
{
correction = angleCorrection;
}
float GetFrictionScalar() const
{
return frictionScalar;
}
idEntity* GetLastTarget()
{
return targetEntity;
}
idEntity* FindAimAssistTarget( idVec3& targetPos );
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private:
void UpdateNewAimAssist();
float ComputeEntityAimAssistScore( const idVec3& targetPos, const idVec3& cameraPos, const idMat3& cameraAxis );
bool ComputeTargetPos( idEntity* pTarget, idVec3& primaryTargetPos, idVec3& secondaryTargetPos );
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float ComputeFrictionRadius( float distanceToTarget );
void UpdateAdhesion( idEntity* pTarget, const idVec3& targetPos );
void UpdateFriction( idEntity* pTarget, const idVec3& targetPos );
idPlayer* player; // player associated with this object
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idAngles angleCorrection; // the angle delta to apply for aim assistance
float frictionScalar; // friction scalar
idEntityPtr<idEntity> targetEntity; // the last target we had (updated every frame)
idVec3 lastTargetPos; // the last target position ( updated every frame );
};
#endif // !__AIMASSIST_H__