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- /*
- ===========================================================================
- 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 <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
- hit a Target.
- ================================================
- */
- class idAimAssist {
- public:
- idAimAssist() : angleCorrection( ang_zero ), frictionScalar( 1.0f ), lastTargetPos( vec3_zero ), player( NULL ) {}
- 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<idEntity> targetEntity; // the last target we had (updated every frame)
- idVec3 lastTargetPos; // the last target position ( updated every frame );
- };
- #endif // !__AIMASSIST_H__
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