public static TargetSignatureData GetHeatTarget(Ray ray, float scanRadius, float highpassThreshold, bool allAspect, MissileFire mf = null) { float minScore = highpassThreshold; float minMass = 0.5f; TargetSignatureData finalData = TargetSignatureData.noTarget; float finalScore = 0; foreach (var vessel in BDATargetManager.LoadedVessels) { if (!vessel || !vessel.loaded) { continue; } TargetInfo tInfo = vessel.gameObject.GetComponent <TargetInfo>(); if (mf == null || !tInfo || !(mf && tInfo.isMissile && tInfo.team != BDATargetManager.BoolToTeam(mf.team) && (tInfo.missileModule.MissileState == MissileLauncher.MissileStates.Boost || tInfo.missileModule.MissileState == MissileLauncher.MissileStates.Cruise))) { if (vessel.GetTotalMass() < minMass) { continue; } } if (RadarUtils.TerrainCheck(ray.origin, vessel.transform.position)) { continue; } float angle = Vector3.Angle(vessel.CoM - ray.origin, ray.direction); if (angle < scanRadius) { float score = 0; foreach (var part in vessel.Parts) { if (!part) { continue; } if (!allAspect) { if (!Misc.CheckSightLineExactDistance(ray.origin, part.transform.position + vessel.rb_velocity, Vector3.Distance(part.transform.position, ray.origin), 5, 5)) { continue; } } float thisScore = (float)(part.thermalInternalFluxPrevious + part.skinTemperature) * (15 / Mathf.Max(15, angle)); thisScore *= Mathf.Pow(1400, 2) / Mathf.Clamp((vessel.CoM - ray.origin).sqrMagnitude, 90000, 36000000); score = Mathf.Max(score, thisScore); } if (vessel.LandedOrSplashed) { score /= 4; } score *= Mathf.Clamp(Vector3.Angle(vessel.transform.position - ray.origin, -VectorUtils.GetUpDirection(ray.origin)) / 90, 0.5f, 1.5f); if (score > finalScore) { finalScore = score; finalData = new TargetSignatureData(vessel, score); } } } heatScore = finalScore; //DEBUG flareScore = 0; //DEBUG foreach (var flare in BDArmorySettings.Flares) { if (!flare) { continue; } float angle = Vector3.Angle(flare.transform.position - ray.origin, ray.direction); if (angle < scanRadius) { float score = flare.thermal * Mathf.Clamp01(15 / angle); score *= Mathf.Pow(1400, 2) / Mathf.Clamp((flare.transform.position - ray.origin).sqrMagnitude, 90000, 36000000); score *= Mathf.Clamp(Vector3.Angle(flare.transform.position - ray.origin, -VectorUtils.GetUpDirection(ray.origin)) / 90, 0.5f, 1.5f); if (score > finalScore) { flareScore = score; //DEBUG finalScore = score; finalData = new TargetSignatureData(flare, score); } } } if (finalScore < minScore) { finalData = TargetSignatureData.noTarget; } return(finalData); }
public static TargetSignatureData GetHeatTarget(Ray ray, float scanRadius, float highpassThreshold, bool allAspect) { float minScore = highpassThreshold; float minMass = 0.5f; TargetSignatureData finalData = TargetSignatureData.noTarget; float finalScore = 0; foreach (var vessel in BDATargetManager.LoadedVessels) { if (!vessel || !vessel.loaded) { continue; } if (vessel.GetTotalMass() < minMass) { continue; } if (RadarUtils.TerrainCheck(ray.origin, vessel.transform.position)) { continue; } float angle = Vector3.Angle(vessel.CoM - ray.origin, ray.direction); if (angle < scanRadius) { float score = 0; foreach (var part in vessel.Parts) { if (!part) { continue; } if (!allAspect) { if (!Misc.CheckSightLine(ray.origin, part.transform.position, 10000, 5, 5)) { continue; } } float thisScore = (float)(part.thermalInternalFluxPrevious + part.skinTemperature) * Mathf.Clamp01(15 / angle); thisScore *= Mathf.Pow(1400, 2) / Mathf.Clamp((vessel.CoM - ray.origin).sqrMagnitude, 90000, 36000000); score = Mathf.Max(score, thisScore); } if (vessel.LandedOrSplashed) { score /= 4; } score *= Mathf.Clamp(Vector3.Angle(vessel.transform.position - ray.origin, -VectorUtils.GetUpDirection(ray.origin)) / 90, 0.5f, 1.5f); if (score > finalScore) { finalScore = score; finalData = new TargetSignatureData(vessel, score); } } } heatScore = finalScore; //DEBUG flareScore = 0; //DEBUG foreach (var flare in BDArmorySettings.Flares) { if (!flare) { continue; } float angle = Vector3.Angle(flare.transform.position - ray.origin, ray.direction); if (angle < scanRadius) { float score = flare.thermal * Mathf.Clamp01(15 / angle); score *= Mathf.Pow(1400, 2) / Mathf.Clamp((flare.transform.position - ray.origin).sqrMagnitude, 90000, 36000000); score *= Mathf.Clamp(Vector3.Angle(flare.transform.position - ray.origin, -VectorUtils.GetUpDirection(ray.origin)) / 90, 0.5f, 1.5f); if (score > finalScore) { flareScore = score; //DEBUG finalScore = score; finalData = new TargetSignatureData(flare, score); } } } if (finalScore < minScore) { finalData = TargetSignatureData.noTarget; } return(finalData); }