CShotManipulator: Difference between revisions
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http://mathworld.wolfram.com/images/eps-gif/CircularDistribution_1000.gif | http://mathworld.wolfram.com/images/eps-gif/CircularDistribution_1000.gif | ||
The source code is | The source code is as follows... | ||
//========= Copyright © 1996-2005, Valve Corporation, All rights reserved. ============// | |||
// | |||
// Purpose: | |||
// | |||
//=============================================================================// | |||
#ifndef SHOT_MANIPULATOR_H | |||
#define SHOT_MANIPULATOR_H | |||
#ifdef _WIN32 | |||
#pragma once | |||
#endif | |||
#include "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 | |||
[[Category:Helpers]] | [[Category:Helpers]] | ||
Revision as of 03:09, 20 January 2006
Created with the shoot direction in the constructor, this helper class can spread out shots with a given spread.
Pertaining to this, Tim Holt has created a modification to this shot distribution class so it's biased.
http://mathworld.wolfram.com/images/eps-gif/CircularDistribution_1000.gif
The source code is as follows...
//========= Copyright © 1996-2005, Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
//=============================================================================//
#ifndef SHOT_MANIPULATOR_H
#define SHOT_MANIPULATOR_H
#ifdef _WIN32
#pragma once
#endif
#include "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