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  1. #1
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    Rocket impact prediction

    simple rocket impact prediction, using debug draw...

    PHP Code:
    idVec3 mAim::GetRocketPredictvoid 
    {
        
    idVec3 rocketImpact;
        
    idVec3 rocketVelocity;
        
    modelTrace_t tracettest;

        
    //rocket
        
    idVec3 myBaseVeloc=gameLocal->GetLocalPlayer()->firstPersonViewAxis.ToAngles().ToForward()*2000;
        
    idVec3 myGraviVec(0,0,-120);

        
    idVec3 myBaseAcc(0,0,0);
        
    idVec3 myBaseOrigin=gameLocal->GetLocalPlayer()->firstPersonViewOrigin;
        
    idVec3 myOrigin=myBaseOrigin;

        
    float elapsed 0;
        for(
    int traceCo=0traceCo <= 4000traceCo+=500) {

            
    elapsed MS2SEC(traceCo);
            
    idVec3 acc myBaseAcc myGraviVec;

            
    rocketVelocity        myBaseVeloc + ( acc elapsed );
            
    rocketImpact        myBaseOrigin + ( myBaseVeloc elapsed ) + ( 0.5f acc Squareelapsed ) );

            
    gameRenderWorld->Trace(tracettestmyOriginrocketImpact1true);

            if(
    tracettest.fraction >0.1f && tracettest.fraction<1.f){
                
    gameRenderWorld->DebugCircle(colorBlue,tracettest.pointgameLocal->GetLocalPlayer()->firstPersonViewAxis.ToAngles().ToForward(),4020idgameloc->msec+1,false);
                
    gameRenderWorld->DebugCircle(colorGreen,tracettest.pointgameLocal->GetLocalPlayer()->firstPersonViewAxis.ToAngles().ToForward(),3020idgameloc->msec+1,true);
            }
        
            if(
    tracettest.fraction<1.f)
                break;
            
    myOrigin rocketImpact;
        }
        return 
    tracettest.point;


    ... and drawing it top-down in a second cam:
    PHP Code:
    idVec3 m_vecCameraPosition;
    idMat3 m_vecCamereAxis;
    idVec3 predOrigin(0,0,0);

    predOrigin=aimer.GetRocketPredict();

    if(
    predOrigin!=idVec3(0,0,0)) {
        
    m_vecCameraPosition=predOrigin;
        
        
    idAngles drawAngle=gameLocal->GetLocalPlayer()->firstPersonViewAxis.ToAngles();
        
    drawAngle.pitch=90.f;
        
    m_vecCamereAxis=drawAngle.ToMat3();
        
    m_vecCameraPosition.z+=500;

        
    renderView_t renderView;
        
    memset( &renderView0sizeofrenderView ) );
        
    renderView.time=gameLocal->time;
        
        
    renderView.50;
        
    renderView.100;
        
    renderView.fov_x 60;
        
    renderView.fov_y 60;
        
    renderView.width 100.0f;
        
    renderView.height 100.0f;
        
    renderView.vieworg m_vecCameraPosition;

        
    renderView.viewaxis =m_vecCamereAxis;
        
    gameRenderWorld->RenderScene(&renderView);


    - FSH

    credits: etqw SDK, GD


    edit - screenshots:
    Attached Images
    Last edited by FinalStateHippi; 07-28-2009 at 05:33 AM. Reason: screenshots added

  2. #2
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    Re: Rocket impact prediction

    Very neato function, well done.
    Code:
    21:43 <+Xarg0> But she said she was a virgin 
    21:43 <+Xarg0> :'(
    21:43 <%HybridTF> that doesnt mean guyonasm didnt rape her
    Quote Originally Posted by random_man View Post
    I would also recommend using __asm blocks to prevent those areas of code from being detected by VAC2.

  3. #3
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    Re: Rocket impact prediction

    nice work, love the kinematic equations

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    Re: Rocket impact prediction

    Dude you're going on sick!
    Thanks for the contributions

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    Re: Rocket impact prediction

    madman

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