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Artillery Tables - Add additional extension hooks for shot simulation and solution calculation #9298

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Binary file modified ace_artillerytables.dll
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Binary file modified ace_artillerytables_x64.dll
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9 changes: 9 additions & 0 deletions addons/artillerytables/XEH_PREP.hpp
Original file line number Diff line number Diff line change
@@ -1,8 +1,17 @@
TRACE_1("prep",_this);

PREP(adjustFire);
PREP(firedEH);
PREP(interactMenuOpened);
PREP(rangeTableOpen);
PREP(rangeTableUpdate);
PREP(turretChanged);
PREP(turretPFEH);

PREP(calculateElevation);
PREP(calculateMuzzleVelocity);
PREP(calculateSolution);
PREP(calculateWinds);
PREP(findMaxRange);
PREP(calculateMaxDistance);
PREP(simulateShot);
48 changes: 48 additions & 0 deletions addons/artillerytables/functions/fnc_adjustFire.sqf
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#include "script_component.hpp"
/*
* Author: LorenLuke
* Adjusts a target point using add/drop, left/right, and up/down with an observer direction,
* and recalculates a solution from a gun based on atmospheric conditions
*
* Arguments:
* 0: Gun Position ASL <ARRAY>
* 1: Target Position ASL <ARRAY>
* 2: Observer Direction
* 3: Adjustment in distance (negative is towards observer); meters <NUMBER>
* 4: Adjustment to the right (negative is Left); meters <NUMBER>
* 5: Adjustment vertically (negative is Down); meters <NUMBER>
* 6: Muzzle velocity; meters/second <NUMBER>
* 7: Air Friction; meters^-1 (m/s^2)/(m^2/s^2) <NUMBER>
* 8: High angle boolean (true is high angle) <BOOL>
* 9: Temperature; degrees Celsius <NUMBER>
* 10: Atmospheric Density; kg/(meters^3) <NUMBER>
* 11: Direction of wind; degrees clockwise from north <NUMBER>
* 12: Speed of wind; meters/second <NUMBER>
*
* Return Value:
* Array of returns <ARRAY>
* 0: Angle of shot; Milliradians <NUMBER>
* 1: Angle adjust left or right; Milliradians <NUMBER>
* 2: Time of flight; seconds <NUMBER>
*
* Example:
* [getposASL vehicle player, targetPos, 20, 50, 0, 200, -0.0001, true, 15, 1.225, 225, 5] call ace_artilleryTables_fnc_adjustFire
*
* Public: No
*/

params ["_gunPos", "_targetPos", "_observerDir", "_adjustAdd", "_adjustRight", "_adjustUp", "_muzzleVelocity", "_airFriction", ["_highAngle", true], ["_temperature", 15], ["_airDensity", 1.225], ["_windDir", 0], ["_windSpeed", 0]];
//DEFAULT_AIR_FRICTION == -0.00006
//MK6_82mm_AIR_FRICTION == -0.0001
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If this is intended to be a user-facing function then _airFriction should be handled by the function as well, IMO.

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The problem with that is that it has to identify it as a mortar versus as an artillery shell, and I feel like that might fall into the weird 'special numbers' case, as it were, if any other mod were to use anything different.

(If you recall the demonstration with the shells falling short of predicted solutions, that was because it automatically added DEFAULT_AIR_FRICTION when I was using the mortar; I'd like to avoid that if possible just by making it enterable, and having some other function determine which value to use, as they were just included here for reference in testing).


private _newTargetPos = _targetPos vectorAdd [(_adjustRight * cos(_observerDir)) + (_adjustAdd * sin(_observerDir)), (_adjustAdd * cos(_observerDir)) - (_adjustRight * sin(_observerDir)), _adjustUp];
private _targetDiff = _targetPos vectorDiff _gunPos;
private _newTargetDiff = _newTargetPos vectorDiff _gunPos;

private _directionToTarget = (_targetDiff select 0) atan2 (_targetDiff select 1);
private _newDirectionToTarget = (_newTargetDiff select 0) atan2 (_newTargetDiff select 1);
private _windReturns = [_newDirectionToTarget, _windDir, _windSpeed] call FUNC(calculateWinds);

private _returns = ["_gunPos", "_newTargetPos", "_muzzleVelocity", "_highAngle", "_airFriction", "_temperature", "_airDensity", "_windDir", "_windSpeed"] call FUNC(calculateSolution);

_returns
39 changes: 39 additions & 0 deletions addons/artillerytables/functions/fnc_calculateElevation.sqf
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#include "script_component.hpp"
/*
* Author: LorenLuke
* Adjusts a target point north and east, and recalculates a solution in air based on atmospheric conditions
*
* Arguments:
* 0: Distance to Target; meters <NUMBER>
* 1: Height of target; meters, relative to gun altitude (positive means target higher than gun) <NUMBER>
* 2: Muzzle velocity; meters/second <NUMBER>
* 3: High angle boolean (true is high angle) <BOOL>
* 4: Air Friction; meters^-1 [(m/s^2)/(m^2/s^2)] <NUMBER>
* 5: Temperature; degrees Celsius <NUMBER>
* 6: Atmospheric Density; kg/(meters^3) <NUMBER>
* 7: Cross wind; meters/second (negative is Right to Left) <NUMBER>
* 8: Tail wind; meters/second (negative is flying against the wind) <NUMBER>
*
* Return Value:
* Array of returns <ARRAY>
* 0: Angle of shot; Milliradians <NUMBER>
* 1: Angle adjust left or right; Milliradians <NUMBER>
* 2: Time of flight; seconds <NUMBER>
*
* Example:
* [myPos, 0, 200, true, -0.0001, 15, 1.225, 5, -10] call ace_artilleryTables_fnc_simulateShot
*
* Public: No
*/

params ["_targetDistance", "_targetHeight", "_muzzleVelocity", ["_airFriction", 0], ["_highAngle", true], ["_temperature", 15], ["_airDensity", 1.225], ["_crossWind", 0], ["_tailWind", 0]];

//DEFAULT_AIR_FRICTION == -0.00006
//MK6_82mm_AIR_FRICTION == -0.0001

private _solutionReturns = parseSimpleArray ("ace_artilleryTables" callExtension ["getSolution", [_targetDistance, _targetHeight, _muzzleVelocity, _airFriction, _highAngle, _crossWind, _tailWind, _temperature, _airDensity/1.225]] select 0);
if (_solutionReturns isEqualTo [-1, -1, -1]) exitWith {_solutionReturns};

_solutionReturns params ["_elevation", "_tof", "_azimuthCorrection"];

[_elevation * RADTOMILS, _tof, _azimuthCorrection * RADTOMILS]
28 changes: 28 additions & 0 deletions addons/artillerytables/functions/fnc_calculateMuzzleVelocity.sqf
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#include "script_component.hpp"
/*
* Author: LorenLuke
* Calculates the muzzleVelocity change with advanced calculations.
*
* Arguments:
* 0: Initial Muzzle velocity; meters/second <NUMBER>
* 1: Temperature; degrees Celsius <NUMBER>
* 2: Atmospheric Density; kg/(meters^3) <NUMBER>
*
* Return Value:
* Adjusted Muzzle Velocity; Meters <NUMBER>
*
* Example:
* [200, 15, 1.225] call ace_artilleryTables_fnc_calculateMuzzleVelocity
*
* Public: No
*/

params ["_muzzleVelocity", "_temperature", "_airDensity"];

// Calculate air density
private _relativeDensity = _airDensity / 1.225;
private _newMuzzleVelocityCoefficient = (((_temperature + 273.13) / 288.13 - 1) / 40 + 1);

private _newMuzzleVelocity = _muzzleVelocity * _newMuzzleVelocityCoefficient;

_newMuzzleVelocity
44 changes: 44 additions & 0 deletions addons/artillerytables/functions/fnc_calculateSolution.sqf
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#include "script_component.hpp"
/*
* Author: LorenLuke
* Provides fire angle and deflection solutions on a target of set distance and height, including accounting for drag and atmospheric wind conditions.
*
* Arguments:
* 0: Gun Position ASL; <ARRAY>
* 1: Target Position ASL; <ARRAY>
* 2: Muzzle Velocity; meters/second <NUMBER>
* 3: High angle boolean (true is high angle) <BOOL>
* 4: Air Friction; meters^-1 [(m/s^2)/(m^2/s^2)] <NUMBER>
* 5: Temperature; degrees Celsius <NUMBER>
* 6: Atmospheric Density; kg/(meters^3) <NUMBER>
* 7: Direction of wind; degrees clockwise from north <NUMBER>
* 8: Speed of wind; meters/second <NUMBER>
*
* Return Value:
* array of returns <ARRAY>
* 0: Angle of shot; Milliradians <NUMBER>
* 1: Angle adjust left or right; Milliradians <NUMBER>
* 2: Time of flight; seconds <NUMBER>
*
* Example:
* [myPos, targetPos, 200, true, -0.0001, 15, 1.225, 225, 5] call ace_artilleryTables_fnc_calculateSolution
*
* Public: No
*/

params ["_ownPos", "_targetPos", "_muzzleVelocity", ["_airFriction", 0], ["_highAngle", true], ["_temperature", 15], ["_airDensity", 1.225], ["_windDir", 0], ["_windSpeed", 0]];

//DEFAULT_AIR_FRICTION == -0.00006
//MK6_82mm_AIR_FRICTION == -0.0001

private _relPos = _targetPos vectorDiff _ownPos;

private _targetDir = (_relpos select 0) atan2 (_relPos select 1);
private _targetDist = sqrt((_relPos select 0)^2 + (_relpos select 1)^2);
private _heightDiff = _relPos select 2;
private _windReturns = [_targetDir, _windDir, _windSpeed] call FUNC(calculateWinds);
_windReturns params ["_crossWind", "_tailWind"];

private _solutionReturns = [_ownPos distance2D _targetPos, (_targetPos select 2) - (_ownPos select 2), _muzzleVelocity, _airFriction, _highAngle, _temperature, _airDensity, _crossWind, _tailWind] call FUNC(calculateElevation);

[_solutionReturns select 0, _solutionReturns select 1, ((_targetDir * DEGTOMILS) + (_solutionReturns select 2) + 360) % 360]
43 changes: 43 additions & 0 deletions addons/artillerytables/functions/fnc_simulateShot.sqf
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#include "script_component.hpp"
/*
* Author: LorenLuke
* Simulates an indirect shot on a target of known height with given drag, wind, and atmospheric conditions
*
* Arguments:
* 0: Gun Elevation Angle; milliradians <NUMBER>
* 1: Relative Target Height; meters, relative to gun altitude (positive means target higher than gun) <NUMBER>
* 2: Muzzle Velocity; meters/second <NUMBER>
* 3: Air Friction; meters^-1 [(m/s^2)/(m^2/s^2)] <NUMBER>
* 4: Cross wind; meters/second (negative is Right to Left) <NUMBER>
* 5: Tail wind; meters/second (negative is flying against the wind) <NUMBER>
* 6: Temperature; degrees Celsius <NUMBER>
* 7: Atmospheric Density; kg/(meters^3) <NUMBER>
*
* Return Value:
* array of returns <ARRAY>
* 0: Deflection Adjustment To Hit; Milliradians (negative is Left) <NUMBER>
* 1: Distance of Shot; meters <NUMBER>
* 2: Time of Flight; seconds <NUMBER>
*
* Example:
* [900, 10, 200, -0.0001, 4, 0, 15, 1.225] call ace_artilleryTables_fnc_simulateShot
*
* Public: No
*/

params ["_angle", "_targetHeight", "_muzzleVelocity", ["_airFriction", 0], ["_crossWind", 0], ["_tailWind", 0], ["_temperature", 15], ["_atmosphericDensity", 1.225]];

//DEFAULT_AIR_FRICTION == -0.00006
//MK6_82mm_AIR_FRICTION == -0.0001

if (_airFriction != 0) then {
_muzzleVelocity = [_muzzleVelocity, _temperature, _atmosphericDensity] call FUNC(calculateMuzzleVelocity);
};

private _atmosphericDensityRatio = _atmosphericDensity / 1.225;
private _radAngle = rad(_angle / DEGTOMILS);

private _returns = parseSimpleArray (("ace_artilleryTables" callExtension ["simulateShot", [_radAngle, _targetHeight, _muzzleVelocity, _airFriction, _temperature, _atmosphericDensityRatio, _crossWind, _tailWind]]) select 0);

//[xDeviation, yDistance, timeOfFlight]
_returns
3 changes: 3 additions & 0 deletions addons/artillerytables/script_component.hpp
Original file line number Diff line number Diff line change
Expand Up @@ -11,8 +11,11 @@

// This is a good fit for most large artillery, but a little low for lighter mortars
#define DEFAULT_AIR_FRICTION -0.00006
// Friction from the Mk6 Mortar module
#define MK6_AIR_FRICTION -0.0001

#define DEGTOMILS 17.7777778
#define RADTOMILS 1018.59164 //converts from geometric radians (2pi) to 6400 mils;

#define IDC_MODECONTROLGROUP 1000
#define IDC_CHARGE 1001
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