- Replaced the vector math routines with the ones I developed for the FP code.

SVN r454 (trunk)
This commit is contained in:
Randy Heit 2007-01-19 02:00:39 +00:00
commit 47c401f4ec
20 changed files with 2201 additions and 1317 deletions

View file

@ -259,12 +259,7 @@ bool P_Thing_Projectile (int tid, AActor *source, int type, const char * type_na
if (targ != NULL)
{
fixed_t spot[3] = { targ->x, targ->y, targ->z+targ->height/2 };
vec3_t aim =
{
float(spot[0] - mobj->x),
float(spot[1] - mobj->y),
float(spot[2] - mobj->z)
};
FVector3 aim(float(spot[0] - mobj->x), float(spot[1] - mobj->y), float(spot[2] - mobj->z));
if (leadTarget && speed > 0 && (targ->momx | targ->momy | targ->momz))
{
@ -275,55 +270,35 @@ bool P_Thing_Projectile (int tid, AActor *source, int type, const char * type_na
// with the math. I don't think I would have thought of using
// trig alone had I been left to solve it by myself.
double tvel[3] = { double(targ->momx), double(targ->momy), double(targ->momz) };
FVector3 tvel(targ->momx, targ->momy, targ->momz);
if (!(targ->flags & MF_NOGRAVITY) && targ->waterlevel < 3)
{ // If the target is subject to gravity and not underwater,
// assume that it isn't moving vertically. Thanks to gravity,
// even if we did consider the vertical component of the target's
// velocity, we would still miss more often than not.
tvel[2] = 0.0;
tvel.Z = 0.0;
if ((targ->momx | targ->momy) == 0)
{
goto nolead;
}
}
double dist = sqrt (aim[0]*aim[0] + aim[1]*aim[1] + aim[2]*aim[2]);
double targspeed = sqrt (tvel[0]*tvel[0] + tvel[1]*tvel[1] + tvel[2]*tvel[2]);
double ydotx = -aim[0]*tvel[0] - aim[1]*tvel[1] - aim[2]*tvel[2];
double dist = aim | aim;
double targspeed = tvel.Length();
double ydotx = -aim | tvel;
double a = acos (clamp (ydotx / targspeed / dist, -1.0, 1.0));
double multiplier = double(pr_leadtarget.Random2())*0.1/255+1.1;
double sinb = clamp (targspeed*multiplier * sin(a) / fspeed, -1.0, 1.0);
double cosb = cos (asin (sinb));
// Use the cross product of two of the triangle's sides to get a
// rotation vector.
double rv[3] =
{
tvel[1]*aim[2] - tvel[2]*aim[1],
tvel[2]*aim[0] - tvel[0]*aim[2],
tvel[0]*aim[1] - tvel[1]*aim[0]
};
FVector3 rv(tvel ^ aim);
// The vector must be normalized.
double irvlen = 1.0 / sqrt(rv[0]*rv[0] + rv[1]*rv[1] + rv[2]*rv[2]);
rv[0] *= irvlen;
rv[1] *= irvlen;
rv[2] *= irvlen;
rv.MakeUnit();
// Now combine the rotation vector with angle b to get a rotation matrix.
double t = 1.0 - cosb;
double rm[3][3] =
{
{t*rv[0]*rv[0]+cosb, t*rv[0]*rv[1]-sinb*rv[2], t*rv[0]*rv[2]+sinb*rv[1]},
{t*rv[0]*rv[1]+sinb*rv[2], t*rv[1]*rv[1]+cosb, t*rv[1]*rv[2]-sinb*rv[0]},
{t*rv[0]*rv[2]-sinb*rv[1], t*rv[1]*rv[2]+sinb*rv[0], t*rv[2]*rv[2]+cosb}
};
FMatrix3x3 rm(rv, cos(asin(sinb)), sinb);
// And multiply the original aim vector with the matrix to get a
// new aim vector that leads the target.
double aimvec[3] =
{
rm[0][0]*aim[0] + rm[1][0]*aim[1] + rm[2][0]*aim[2],
rm[0][1]*aim[0] + rm[1][1]*aim[1] + rm[2][1]*aim[2],
rm[0][2]*aim[0] + rm[1][2]*aim[1] + rm[2][2]*aim[2]
};
FVector3 aimvec = rm * aim;
// And make the projectile follow that vector at the desired speed.
double aimscale = fspeed / dist;
mobj->momx = fixed_t (aimvec[0] * aimscale);
@ -335,10 +310,10 @@ bool P_Thing_Projectile (int tid, AActor *source, int type, const char * type_na
{
nolead:
mobj->angle = R_PointToAngle2 (mobj->x, mobj->y, targ->x, targ->y);
VectorNormalize (aim);
mobj->momx = fixed_t(aim[0] * fspeed);
mobj->momy = fixed_t(aim[1] * fspeed);
mobj->momz = fixed_t(aim[2] * fspeed);
aim.Resize (fspeed);
mobj->momx = fixed_t(aim[0]);
mobj->momy = fixed_t(aim[1]);
mobj->momz = fixed_t(aim[2]);
}
if (mobj->flags2 & MF2_SEEKERMISSILE)
{