void CVehicleEntity::SetTargetPosition(const CVector3& vecPosition, unsigned long ulDelay) { // Are we spawned? if(IsSpawned()) { // Update our target position UpdateTargetPosition(); // Get the current time unsigned long ulTime = SharedUtility::GetTime(); // Get our local position CVector3 vecLocalPosition; GetPosition(vecLocalPosition); // Set the target position m_interp.pos.vecTarget = vecPosition; // Calculate the relative error m_interp.pos.vecError = (vecPosition - vecLocalPosition); // Apply the error over 400ms (i.e. 1/4 per 100ms) m_interp.pos.vecError *= Math::Lerp<const float>(0.25f, Math::UnlerpClamped(100, ulDelay, 400), 1.0f); // Get the interpolation interval m_interp.pos.ulStartTime = ulTime; m_interp.pos.ulFinishTime = (ulTime + ulDelay); // Initialize the interpolation m_interp.pos.fLastAlpha = 0.0f; } // Set our position straight m_vecPosition = vecPosition; }
void CVehicleEntity::Interpolate() { // Do we have a driver? if(GetDriver()) { // Update our target position UpdateTargetPosition(); // Update our target rotation UpdateTargetRotation(); // Update our interior UpdateInterior(true); } else { // Update our interior UpdateInterior(false); // Remove our target position RemoveTargetPosition(); // Remove our target rotation RemoveTargetRotation(); } }
bool MoveToPositionTask::Perform( Subsystem &subsystem ) { DM_LOG( LC_AI, LT_INFO )LOGSTRING( "MoveToPositionTask performing.\r" ); idAI *owner = _owner.GetEntity(); // This task may not be performed with empty entity pointer assert( owner != NULL ); // Check for target refinements UpdateTargetPosition( owner ); // Has the target position changed since the last run if( _prevTargetPosition != _targetPosition ) { // Yes, move towards this new position if( !owner->MoveToPosition( _targetPosition, _accuracy ) ) { // Destination unreachable, end task return true; } } // Remember this target _prevTargetPosition = _targetPosition; if( owner->AI_MOVE_DONE ) { // Position reached, turn to the given yaw, if valid if( _targetYaw != idMath::INFINITY ) { owner->TurnToward( _targetYaw ); } return true; } return false; // not finished yet }
/* <8efe4> ../cstrike/dlls/func_tank.cpp:488 */ void CFuncTank::TrackTarget(void) { TraceResult tr; edict_t *pPlayer = FIND_CLIENT_IN_PVS(edict()); BOOL updateTime = FALSE, lineOfSight; Vector angles, direction, targetPosition, barrelEnd; edict_t *pTarget = NULL; // Get a position to aim for if (m_pController != NULL) { // Tanks attempt to mirror the player's angles angles = m_pController->pev->v_angle; angles.x = 0 - angles.x; pev->nextthink = pev->ltime + 0.05; } else { if (IsActive()) pev->nextthink = pev->ltime + 0.1; else return; if (FNullEnt(pPlayer)) { if (IsActive()) { // Wait 2 secs pev->nextthink = pev->ltime + 2; } return; } pTarget = FindTarget(pPlayer); if (!pTarget) { return; } // Calculate angle needed to aim at target barrelEnd = BarrelPosition(); targetPosition = pTarget->v.origin + pTarget->v.view_ofs; float range = (targetPosition - barrelEnd).Length(); if (!InRange(range)) return; UTIL_TraceLine(barrelEnd, targetPosition, dont_ignore_monsters, edict(), &tr); lineOfSight = FALSE; // No line of sight, don't track if (tr.flFraction == 1.0f || tr.pHit == pTarget) { lineOfSight = TRUE; CBaseEntity *pInstance = CBaseEntity::Instance(pTarget); if (InRange(range) && pInstance && pInstance->IsAlive()) { updateTime = TRUE; m_sightOrigin = UpdateTargetPosition(pInstance); } } // Track sight origin // !!! I'm not sure what i changed direction = m_sightOrigin - pev->origin; //direction = m_sightOrigin - barrelEnd; angles = UTIL_VecToAngles(direction); // Calculate the additional rotation to point the end of the barrel at the target (not the gun's center) AdjustAnglesForBarrel(angles, direction.Length()); } angles.x = -angles.x; // Force the angles to be relative to the center position angles.y = m_yawCenter + UTIL_AngleDistance(angles.y, m_yawCenter); angles.x = m_pitchCenter + UTIL_AngleDistance(angles.x, m_pitchCenter); // Limit against range in y if (angles.y > m_yawCenter + m_yawRange) { angles.y = m_yawCenter + m_yawRange; // Don't update if you saw the player, but out of range updateTime = FALSE; } else if (angles.y < (m_yawCenter - m_yawRange)) { angles.y = (m_yawCenter - m_yawRange); // Don't update if you saw the player, but out of range updateTime = FALSE; } if (updateTime) { m_lastSightTime = gpGlobals->time; } // Move toward target at rate or less float_precision distY = UTIL_AngleDistance(angles.y, pev->angles.y); pev->avelocity.y = distY * 10; if (pev->avelocity.y > m_yawRate) { pev->avelocity.y = m_yawRate; } else if (pev->avelocity.y < -m_yawRate) { pev->avelocity.y = -m_yawRate; } // Limit against range in x if (angles.x > m_pitchCenter + m_pitchRange) { angles.x = m_pitchCenter + m_pitchRange; } else if (angles.x < m_pitchCenter - m_pitchRange) { angles.x = m_pitchCenter - m_pitchRange; } // Move toward target at rate or less float_precision distX = UTIL_AngleDistance(angles.x, pev->angles.x); pev->avelocity.x = distX * 10; if (pev->avelocity.x > m_pitchRate) { pev->avelocity.x = m_pitchRate; } else if (pev->avelocity.x < -m_pitchRate) { pev->avelocity.x = -m_pitchRate; } if (m_pController != NULL) { return; } if (CanFire() && ((fabs(distX) < m_pitchTolerance && fabs(distY) < m_yawTolerance) || (pev->spawnflags & SF_TANK_LINEOFSIGHT))) { BOOL fire = FALSE; Vector forward; UTIL_MakeVectorsPrivate(pev->angles, forward, NULL, NULL); if (pev->spawnflags & SF_TANK_LINEOFSIGHT) { float length = direction.Length(); UTIL_TraceLine(barrelEnd, barrelEnd + forward * length, dont_ignore_monsters, edict(), &tr); if (tr.pHit == pTarget) { fire = TRUE; } } else fire = TRUE; if (fire) { Fire(BarrelPosition(), forward, pev); } else m_fireLast = 0; } else m_fireLast = 0; }
void CFuncTank::TrackTarget(void) { TraceResult tr; edict_t *pPlayer = FIND_CLIENT_IN_PVS(edict()); BOOL updateTime = FALSE, lineOfSight; Vector angles, direction, targetPosition, barrelEnd; edict_t *pTarget = NULL; if (m_pController) { angles = m_pController->pev->v_angle; angles[0] = 0 - angles[0]; pev->nextthink = pev->ltime + 0.05; } else { if (IsActive()) pev->nextthink = pev->ltime + 0.1; else return; if (FNullEnt(pPlayer)) { if (IsActive()) pev->nextthink = pev->ltime + 2; return; } pTarget = FindTarget(pPlayer); if (!pTarget) return; barrelEnd = BarrelPosition(); targetPosition = pTarget->v.origin + pTarget->v.view_ofs; float range = (targetPosition - barrelEnd).Length(); if (!InRange(range)) return; UTIL_TraceLine(barrelEnd, targetPosition, dont_ignore_monsters, edict(), &tr); lineOfSight = FALSE; if (tr.flFraction == 1 || tr.pHit == pTarget) { lineOfSight = TRUE; CBaseEntity *pInstance = CBaseEntity::Instance(pTarget); if (InRange(range) && pInstance && pInstance->IsAlive()) { updateTime = TRUE; m_sightOrigin = UpdateTargetPosition(pInstance); } } direction = m_sightOrigin - pev->origin; angles = UTIL_VecToAngles(direction); AdjustAnglesForBarrel(angles, direction.Length()); } angles.x = -angles.x; angles.y = m_yawCenter + UTIL_AngleDistance(angles.y, m_yawCenter); angles.x = m_pitchCenter + UTIL_AngleDistance(angles.x, m_pitchCenter); if (angles.y > m_yawCenter + m_yawRange) { angles.y = m_yawCenter + m_yawRange; updateTime = FALSE; } else if (angles.y < (m_yawCenter - m_yawRange)) { angles.y = (m_yawCenter - m_yawRange); updateTime = FALSE; } if (updateTime) m_lastSightTime = gpGlobals->time; float distY = UTIL_AngleDistance(angles.y, pev->angles.y); pev->avelocity.y = distY * 10; if (pev->avelocity.y > m_yawRate) pev->avelocity.y = m_yawRate; else if (pev->avelocity.y < -m_yawRate) pev->avelocity.y = -m_yawRate; if (angles.x > m_pitchCenter + m_pitchRange) angles.x = m_pitchCenter + m_pitchRange; else if (angles.x < m_pitchCenter - m_pitchRange) angles.x = m_pitchCenter - m_pitchRange; float distX = UTIL_AngleDistance(angles.x, pev->angles.x); pev->avelocity.x = distX * 10; if (pev->avelocity.x > m_pitchRate) pev->avelocity.x = m_pitchRate; else if (pev->avelocity.x < -m_pitchRate) pev->avelocity.x = -m_pitchRate; if (m_pController) return; if (CanFire() && ((fabs(distX) < m_pitchTolerance && fabs(distY) < m_yawTolerance) || (pev->spawnflags & SF_TANK_LINEOFSIGHT))) { BOOL fire = FALSE; Vector forward; UTIL_MakeVectorsPrivate(pev->angles, forward, NULL, NULL); if (pev->spawnflags & SF_TANK_LINEOFSIGHT) { float length = direction.Length(); UTIL_TraceLine(barrelEnd, barrelEnd + forward * length, dont_ignore_monsters, edict(), &tr); if (tr.pHit == pTarget) fire = TRUE; } else fire = TRUE; if (fire) Fire(BarrelPosition(), forward, pev); else m_fireLast = 0; } else m_fireLast = 0; }
//----------------------------------------------------------- //----------------------------------------------------------- void TouchControllerComponent::OnPointerMoved(const CSInput::Pointer& in_pointer, f64 in_timestamp) { UpdateTargetPosition(in_pointer.GetPosition()); }
//----------------------------------------------------------- //----------------------------------------------------------- void TouchControllerComponent::OnPointerDown(const CSInput::Pointer& in_pointer, f64 in_timestamp, CSInput::Pointer::InputType in_inputType) { UpdateTargetPosition(in_pointer.GetPosition()); }