/* =========================================================================== Doom 3 BFG Edition GPL Source Code Copyright (C) 1993-2012 id Software LLC, a ZeniMax Media company. This file is part of the Doom 3 BFG Edition GPL Source Code ("Doom 3 BFG Edition Source Code"). 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 . 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 hit a Target. ================================================ */ class idAimAssist { public: idAimAssist() : player( NULL ), angleCorrection( ang_zero ), frictionScalar( 1.0f ), lastTargetPos( vec3_zero ) {} void Init( idPlayer* player ); void Update(); void GetAngleCorrection( idAngles& correction ) const { correction = angleCorrection; } float GetFrictionScalar() const { return frictionScalar; } idEntity* GetLastTarget() { return targetEntity; } idEntity* FindAimAssistTarget( idVec3& targetPos ); private: void UpdateNewAimAssist(); float ComputeEntityAimAssistScore( const idVec3& targetPos, const idVec3& cameraPos, const idMat3& cameraAxis ); bool ComputeTargetPos( idEntity* pTarget, idVec3& primaryTargetPos, idVec3& secondaryTargetPos ); 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 idAngles angleCorrection; // the angle delta to apply for aim assistance float frictionScalar; // friction scalar idEntityPtr targetEntity; // the last target we had (updated every frame) idVec3 lastTargetPos; // the last target position ( updated every frame ); }; #endif // !__AIMASSIST_H__