1 // =============================
2 // Explosion Force Calculation
3 // =============================
5 float explosion_calcpush_getmultiplier(vector explosion_v, vector target_v)
8 a = explosion_v * (explosion_v - target_v);
11 // target is too fast to be hittable by this
14 a /= (explosion_v * explosion_v);
15 // we know we can divide by this, or above a would be == 0
21 vector explosion_calcpush(vector explosion_v, float explosion_m, vector target_v, float target_m, float elasticity)
23 // solution of the equations:
24 // v' = v + a vp // central hit
25 // m*v' + mp*vp' = m*v + mp*vp // conservation of momentum
26 // m*v'^2 + mp*vp'^2 = m*v^2 + mp*vp^2 // conservation of energy (ELASTIC hit)
27 // -> a = 0 // case 1: did not hit
28 // -> a = 2*mp*(vp^2 - vp.v) / ((m+mp) * vp^2) // case 2: did hit
29 // // non-elastic hits are somewhere between these two
31 // this would be physically correct, but we don't do that
32 return explosion_v * explosion_calcpush_getmultiplier(explosion_v, target_v) * (
36 target_m + explosion_m
38 ); // note: this factor is at least 0, at most 2
42 // simplified formula, tuned so that if the target has velocity 0, we get exactly the original force
43 vector damage_explosion_calcpush(vector explosion_f, vector target_v, float speedfactor)
45 // if below 1, the formulas make no sense (and would cause superjumps)
52 // speedfactor * (1 + e) * m / (1 + m) == 1
53 m = 1 / ((1 + 0) * speedfactor - 1);
55 v = explosion_calcpush(explosion_f * speedfactor, m, target_v, 1, 0);
56 // the factor we then get is:
58 LOG_INFOF("MASS: %f\nv: %v -> %v\nENERGY BEFORE == %f + %f = %f\nENERGY AFTER >= %f\n",
60 target_v, target_v + v,
61 target_v * target_v, m * explosion_f * speedfactor * explosion_f * speedfactor, target_v * target_v + m * explosion_f * speedfactor * explosion_f * speedfactor,
62 (target_v + v) * (target_v + v));
65 return explosion_f * explosion_calcpush_getmultiplier(explosion_f * speedfactor, target_v);
69 // =========================
70 // Shot Spread Calculation
71 // =========================
73 vector cliptoplane(vector v, vector p)
75 return v - (v * p) * p;
78 vector solve_cubic_pq(float p, float q)
81 D = q*q/4.0 + p*p*p/27.0;
85 a = 1.0/3.0 * acos(-q/2.0 * sqrt(-27.0/(p*p*p)));
86 u = sqrt(-4.0/3.0 * p);
94 '1 0 0' * cos(a + 2.0/3.0*M_PI)
96 '0 1 0' * cos(a + 4.0/3.0*M_PI)
109 return '1 1 0' * v + '0 0 1' * u;
111 return '0 1 1' * v + '1 0 0' * u;
116 u = cbrt(-q/2.0 + sqrt(D));
117 v = cbrt(-q/2.0 - sqrt(D));
118 return '1 1 1' * (u + v);
121 vector solve_cubic_abcd(float a, float b, float c, float d)
128 q = (27*a*a*d - 9*a*b*c + 2*b*b*b);
129 v = solve_cubic_pq(p, q);
130 v = (v - b * '1 1 1') * (1.0 / (3.0 * a));
132 v += '1 0 -1' * (v.z - v.x); // swap x, z
136 vector findperpendicular(vector v)
142 return normalize(cliptoplane(p, v));
145 int W_GetGunAlignment(entity player)
148 int gunalign = player.cvar_cl_gunalign;
150 int gunalign = autocvar_cl_gunalign;
152 if(gunalign < 1 || gunalign > 4)
153 gunalign = 3; // default value
159 vector W_CalculateSpread(vector forward, float spread, float spreadfactor, float spreadstyle)
162 vector v1 = '0 0 0', v2;
165 spread *= spreadfactor; //g_weaponspreadfactor;
168 sstyle = spreadstyle; //autocvar_g_projectiles_spread_style;
172 // this is the baseline for the spread value!
173 // standard deviation: sqrt(2/5)
174 // density function: sqrt(1-r^2)
175 return forward + randomvec() * spread;
179 // same thing, basically
180 return normalize(forward + cliptoplane(randomvec() * spread, forward));
184 // circle spread... has at sigma=1 a standard deviation of sqrt(1/2)
185 sigma = spread * 0.89442719099991587855; // match baseline stddev
186 v1 = findperpendicular(forward);
187 v2 = cross(forward, v1);
188 // random point on unit circle
189 dx = random() * 2 * M_PI;
192 // radius in our dist function
195 return normalize(forward + (v1 * dx + v2 * dy) * r * sigma);
197 else if(sstyle == 3) // gauss 3d
199 sigma = spread * 0.44721359549996; // match baseline stddev
200 // note: 2D gaussian has sqrt(2) times the stddev of 1D, so this factor is right
202 v1_x += gsl_ran_gaussian(sigma);
203 v1_y += gsl_ran_gaussian(sigma);
204 v1_z += gsl_ran_gaussian(sigma);
207 else if(sstyle == 4) // gauss 2d
209 sigma = spread * 0.44721359549996; // match baseline stddev
210 // note: 2D gaussian has sqrt(2) times the stddev of 1D, so this factor is right
211 v1_x = gsl_ran_gaussian(sigma);
212 v1_y = gsl_ran_gaussian(sigma);
213 v1_z = gsl_ran_gaussian(sigma);
214 return normalize(forward + cliptoplane(v1, forward));
216 else if(sstyle == 5) // 1-r
218 sigma = spread * 1.154700538379252; // match baseline stddev
219 v1 = findperpendicular(forward);
220 v2 = cross(forward, v1);
221 // random point on unit circle
222 dx = random() * 2 * M_PI;
225 // radius in our dist function
227 r = solve_cubic_abcd(-2, 3, 0, -r) * '0 1 0';
228 return normalize(forward + (v1 * dx + v2 * dy) * r * sigma);
230 else if(sstyle == 6) // 1-r^2
232 sigma = spread * 1.095445115010332; // match baseline stddev
233 v1 = findperpendicular(forward);
234 v2 = cross(forward, v1);
235 // random point on unit circle
236 dx = random() * 2 * M_PI;
239 // radius in our dist function
243 return normalize(forward + (v1 * dx + v2 * dy) * r * sigma);
245 else if(sstyle == 7) // (1-r) (2-r)
247 sigma = spread * 1.224744871391589; // match baseline stddev
248 v1 = findperpendicular(forward);
249 v2 = cross(forward, v1);
250 // random point on unit circle
251 dx = random() * 2 * M_PI;
254 // radius in our dist function
258 return normalize(forward + (v1 * dx + v2 * dy) * r * sigma);
261 error("g_projectiles_spread_style must be 0 (sphere), 1 (flattened sphere), 2 (circle), 3 (gauss 3D), 4 (gauss plane), 5 (linear falloff), 6 (quadratic falloff), 7 (stronger falloff)!");
264 * how to derive falloff functions:
265 * rho(r) := (2-r) * (1-r);
268 * rhor(r) := r * rho(r);
269 * cr(t) := integrate(rhor(r), r, a, t);
270 * scr(t) := integrate(rhor(r) * r^2, r, a, t);
271 * variance : scr(b) / cr(b);
272 * solve(cr(r) = rand * cr(b), r), programmmode:false;
273 * sqrt(0.4 / variance), numer;