Exemple #1
0
/*
=============
CG_DrawDir

Draw dot marking the direction to an enemy
=============
*/
static void CG_DrawDir( rectDef_t *rect, vec3_t origin, vec4_t colour )
{
	vec3_t        drawOrigin;
	vec3_t        noZOrigin;
	vec3_t        normal, antinormal, normalDiff;
	vec3_t        view, noZview;
	vec3_t        up = { 0.0f, 0.0f,   1.0f };
	vec3_t        top = { 0.0f, -1.0f,  0.0f };
	float         angle;
	playerState_t *ps = &cg.snap->ps;

	if ( ps->stats[ STAT_STATE ] & SS_WALLCLIMBING )
	{
		if ( ps->stats[ STAT_STATE ] & SS_WALLCLIMBINGCEILING )
		{
			VectorSet( normal, 0.0f, 0.0f, -1.0f );
		}
		else
		{
			VectorCopy( ps->grapplePoint, normal );
		}
	}
	else
	{
		VectorSet( normal, 0.0f, 0.0f, 1.0f );
	}

	AngleVectors( entityPositions.vangles, view, NULL, NULL );

	ProjectPointOnPlane( noZOrigin, origin, normal );
	ProjectPointOnPlane( noZview, view, normal );
	VectorNormalize( noZOrigin );
	VectorNormalize( noZview );

	//calculate the angle between the images of the blip and the view
	angle = RAD2DEG( acos( DotProduct( noZOrigin, noZview ) ) );
	CrossProduct( noZOrigin, noZview, antinormal );
	VectorNormalize( antinormal );

	//decide which way to rotate
	VectorSubtract( normal, antinormal, normalDiff );

	if ( VectorLength( normalDiff ) < 1.0f )
	{
		angle = 360.0f - angle;
	}

	RotatePointAroundVector( drawOrigin, up, top, angle );

	trap_R_SetColor( colour );
	CG_DrawPic( rect->x + ( rect->w / 2 ) - ( BLIPX2 / 2 ) - drawOrigin[ 0 ] * ( rect->w / 2 ),
	            rect->y + ( rect->h / 2 ) - ( BLIPY2 / 2 ) + drawOrigin[ 1 ] * ( rect->h / 2 ),
	            BLIPX2, BLIPY2, cgs.media.scannerBlipShader );
	trap_R_SetColor( NULL );
}
Exemple #2
0
/*
===============
CG_PositionAndOrientateBuildable
===============
*/
static void CG_PositionAndOrientateBuildable( const vec3_t angles, const vec3_t inOrigin,
                                              const vec3_t normal, const int skipNumber,
                                              const vec3_t mins, const vec3_t maxs,
                                              vec3_t outAxis[ 3 ], vec3_t outOrigin )
{
  vec3_t  forward, start, end;
  trace_t tr, box_tr;
  float mag, fraction;

  AngleVectors( angles, forward, NULL, NULL );
  VectorCopy( normal, outAxis[ 2 ] );
  ProjectPointOnPlane( outAxis[ 0 ], forward, outAxis[ 2 ] );

  if( !VectorNormalize( outAxis[ 0 ] ) )
  {
    AngleVectors( angles, NULL, NULL, forward );
    ProjectPointOnPlane( outAxis[ 0 ], forward, outAxis[ 2 ] );
    VectorNormalize( outAxis[ 0 ] );
  }

  CrossProduct( outAxis[ 0 ], outAxis[ 2 ], outAxis[ 1 ] );
  outAxis[ 1 ][ 0 ] = -outAxis[ 1 ][ 0 ];
  outAxis[ 1 ][ 1 ] = -outAxis[ 1 ][ 1 ];
  outAxis[ 1 ][ 2 ] = -outAxis[ 1 ][ 2 ];

  VectorMA( inOrigin, -TRACE_DEPTH, normal, end );
  VectorMA( inOrigin, 1.0f, normal, start );

  // Take both capsule and box traces. If the capsule trace does not differ
  //  significantly from the box trace use it. This may cause buildables to be
  //  positioned *inside* the surface on which it is placed. This is intentional

  CG_CapTrace( &tr, start, mins, maxs, end, skipNumber,
               MASK_PLAYERSOLID );

  CG_Trace( &box_tr, start, mins, maxs, end, skipNumber,
            MASK_PLAYERSOLID );

  mag = Distance( tr.endpos, box_tr.endpos );

  fraction = tr.fraction;

  // this is either too far off of the bbox to be useful for gameplay purposes
  //  or the model is positioned in thin air anyways.
  if( mag > 15.0f || tr.fraction == 1.0f )
    fraction = box_tr.fraction; 

  VectorMA( inOrigin, fraction * -TRACE_DEPTH, normal, outOrigin );
}
Exemple #3
0
/*
** assumes "src" is normalized
*/
void PerpendicularVector( vec3_t dst, const vec3_t src )
{
	int	pos;
	int i;
	float minelem = 1.0F;
	vec3_t tempvec;

	/*
	** find the smallest magnitude axially aligned vector
	*/
	for ( pos = 0, i = 0; i < 3; i++ )
	{
		if ( fabs( src[i] ) < minelem )
		{
			pos = i;
			minelem = fabs( src[i] );
		}
	}
	tempvec[0] = tempvec[1] = tempvec[2] = 0.0F;
	tempvec[pos] = 1.0F;

	/*
	** project the point onto the plane defined by src
	*/
	ProjectPointOnPlane( dst, tempvec, src );

	/*
	** normalize the result
	*/
	VectorNormalize( dst );
}
void PerpendicularVector( Coord *dst, Coord src )
{
  int	pos;
  float minelem = 1.0F;
  Coord tempvec;

	/*
  ** find the smallest magnitude axially aligned vector
        */
  pos=0;

  if ( fabs( src.x ) < minelem )
  {
    pos=0;
    minelem = fabs( src.x );
  }
  if ( fabs( src.y ) < minelem )
  {
    pos=1;
    minelem = fabs( src.y );
  }
  if ( fabs( src.y ) < minelem )
  {
    pos=2;
    minelem = fabs( src.z );
  }
	
  tempvec.x=0;
  tempvec.y=0;
  tempvec.z=0;

  switch(pos)
  {
    case 0:
      tempvec.x=1;
      break;
    case 1:
      tempvec.y=1;
      break;
    case 2:
      tempvec.z=1;
      break;
  }

	/*
  ** project the point onto the plane defined by src
        */
  ProjectPointOnPlane( dst, tempvec, src );

	/*
  ** normalize the result
        */
  VectorNormalize( dst );
}
Exemple #5
0
/*
===============
CG_PositionAndOrientateBuildable
===============
*/
static void CG_PositionAndOrientateBuildable( const vec3_t angles, const vec3_t inOrigin,
                                              const vec3_t normal, const int skipNumber,
                                              const vec3_t mins, const vec3_t maxs,
                                              vec3_t outAxis[ 3 ], vec3_t outOrigin )
{
  vec3_t  forward, start, end;
  trace_t tr;

  AngleVectors( angles, forward, NULL, NULL );
  VectorCopy( normal, outAxis[ 2 ] );
  ProjectPointOnPlane( outAxis[ 0 ], forward, outAxis[ 2 ] );

  if( !VectorNormalize( outAxis[ 0 ] ) )
  {
    AngleVectors( angles, NULL, NULL, forward );
    ProjectPointOnPlane( outAxis[ 0 ], forward, outAxis[ 2 ] );
    VectorNormalize( outAxis[ 0 ] );
  }

  CrossProduct( outAxis[ 0 ], outAxis[ 2 ], outAxis[ 1 ] );
  outAxis[ 1 ][ 0 ] = -outAxis[ 1 ][ 0 ];
  outAxis[ 1 ][ 1 ] = -outAxis[ 1 ][ 1 ];
  outAxis[ 1 ][ 2 ] = -outAxis[ 1 ][ 2 ];

  VectorMA( inOrigin, -TRACE_DEPTH, normal, end );
  VectorMA( inOrigin, 1.0f, normal, start );
  CG_CapTrace( &tr, start, mins, maxs, end, skipNumber,
               CONTENTS_SOLID | CONTENTS_PLAYERCLIP );

  if( tr.fraction == 1.0f )
  {
    //erm we missed completely - try again with a box trace
    CG_Trace( &tr, start, mins, maxs, end, skipNumber,
              CONTENTS_SOLID | CONTENTS_PLAYERCLIP );
  }

  VectorMA( inOrigin, tr.fraction * -TRACE_DEPTH, normal, outOrigin );
}
int qlua_ProjectToPlane(lua_State *L) {
	vec3_t dst,src,plane;

	luaL_checktype(L,1,LUA_TVECTOR);
	luaL_checktype(L,2,LUA_TVECTOR);
	luaL_checktype(L,3,LUA_TVECTOR);
	
	lua_tovector(L,1,src);
	lua_tovector(L,2,plane);
	lua_tovector(L,3,dst);

	ProjectPointOnPlane(dst,src,plane);

	lua_pushvector(L,dst);
	return 1;
}
Exemple #7
0
/**
 * @brief Assumes input vector is normalized.
 */
void PerpendicularVector(const vec3_t in, vec3_t out) {
	int32_t pos = 0;
	vec_t min_elem = 1.0;
	vec3_t tmp;

	// find the smallest magnitude axially aligned vector
	for (int32_t i = 0; i < 3; i++) {
		if (fabsf(in[i]) < min_elem) {
			pos = i;
			min_elem = fabsf(in[i]);
		}
	}
	VectorClear(tmp);
	tmp[pos] = 1.0;

	// project the point onto the plane
	ProjectPointOnPlane(tmp, in, out);

	// normalize the result
	VectorNormalize(out);
}
Exemple #8
0
/*
===============
CG_smoothWWTransitions
===============
*/
static void CG_smoothWWTransitions( playerState_t *ps, const vec3_t in, vec3_t out )
{
  vec3_t    surfNormal, rotAxis, temp;
  vec3_t    refNormal     = { 0.0f, 0.0f,  1.0f };
  vec3_t    ceilingNormal = { 0.0f, 0.0f, -1.0f };
  int       i;
  float     stLocal, sFraction, rotAngle;
  float     smoothTime, timeMod;
  qboolean  performed = qfalse;
  vec3_t    inAxis[ 3 ], lastAxis[ 3 ], outAxis[ 3 ];

  if( cg.snap->ps.pm_flags & PMF_FOLLOW )
  {
    VectorCopy( in, out );
    return;
  }

  //set surfNormal
  BG_GetClientNormal( ps, surfNormal );

  AnglesToAxis( in, inAxis );

  //if we are moving from one surface to another smooth the transition
  if( !VectorCompare( surfNormal, cg.lastNormal ) )
  {
    //if we moving from the ceiling to the floor special case
    //( x product of colinear vectors is undefined)
    if( VectorCompare( ceilingNormal, cg.lastNormal ) &&
        VectorCompare( refNormal,     surfNormal ) )
    {
      AngleVectors( in, temp, NULL, NULL );
      ProjectPointOnPlane( rotAxis, temp, refNormal );
      VectorNormalize( rotAxis );
      rotAngle = 180.0f;
      timeMod = 1.5f;
    }
    else
    {
      AnglesToAxis( cg.lastVangles, lastAxis );
      rotAngle = DotProduct( inAxis[ 0 ], lastAxis[ 0 ] ) +
                 DotProduct( inAxis[ 1 ], lastAxis[ 1 ] ) +
                 DotProduct( inAxis[ 2 ], lastAxis[ 2 ] );

      rotAngle = RAD2DEG( acos( ( rotAngle - 1.0f ) / 2.0f ) );

      CrossProduct( lastAxis[ 0 ], inAxis[ 0 ], temp );
      VectorCopy( temp, rotAxis );
      CrossProduct( lastAxis[ 1 ], inAxis[ 1 ], temp );
      VectorAdd( rotAxis, temp, rotAxis );
      CrossProduct( lastAxis[ 2 ], inAxis[ 2 ], temp );
      VectorAdd( rotAxis, temp, rotAxis );

      VectorNormalize( rotAxis );

      timeMod = 1.0f;
    }

    //add the op
    CG_addSmoothOp( rotAxis, rotAngle, timeMod );
  }

  //iterate through ops
  for( i = MAXSMOOTHS - 1; i >= 0; i-- )
  {
    smoothTime = (int)( cg_wwSmoothTime.integer * cg.sList[ i ].timeMod );

    //if this op has time remaining, perform it
    if( cg.time < cg.sList[ i ].time + smoothTime )
    {
      stLocal = 1.0f - ( ( ( cg.sList[ i ].time + smoothTime ) - cg.time ) / smoothTime );
      sFraction = -( cos( stLocal * M_PI ) + 1.0f ) / 2.0f;

      RotatePointAroundVector( outAxis[ 0 ], cg.sList[ i ].rotAxis,
        inAxis[ 0 ], sFraction * cg.sList[ i ].rotAngle );
      RotatePointAroundVector( outAxis[ 1 ], cg.sList[ i ].rotAxis,
        inAxis[ 1 ], sFraction * cg.sList[ i ].rotAngle );
      RotatePointAroundVector( outAxis[ 2 ], cg.sList[ i ].rotAxis,
        inAxis[ 2 ], sFraction * cg.sList[ i ].rotAngle );

      AxisCopy( outAxis, inAxis );
      performed = qtrue;
    }
  }

  //if we performed any ops then return the smoothed angles
  //otherwise simply return the in angles
  if( performed )
    AxisToAngles( outAxis, out );
  else
    VectorCopy( in, out );

  //copy the current normal to the lastNormal
  VectorCopy( in, cg.lastVangles );
  VectorCopy( surfNormal, cg.lastNormal );
}