linear_expression& linear_expression::operator-= (const term& x) { auto i (terms_.find(x.first)); if (i == terms_.end() && !near_zero(x.second)) { terms_[x.first] = -x.second; } else if (near_zero(i->second -= x.second)) { terms_.erase(i); } return *this; }
int xsensDataProcessor(XsensData * pData, void * param) { if(near_zero(pData->euler_roll) && near_zero(pData->euler_pitch) && near_zero(pData->euler_yaw)) return !done; debug("[xsensDataProcessor]>> param : %p\n", param); XsensProcessorData * data = (XsensProcessorData *)param; debug("quaternion : [%f %f %f %f]\n", pData->quaternion_w, pData->quaternion_x, pData->quaternion_y, pData->quaternion_z); debug("euler : [%f %f %f]\n", pData->euler_roll, pData->euler_pitch, pData->euler_yaw); debug("date : %04d-%02d-%02d %02d:%02d:%02d\n", pData->year, pData->month, pData->day, pData->hour, pData->minute, pData->second); if(pData->year > 0) { debug("## year > 0 :: is_emmit : %s, second : %d, last_second : %d \n", is_emmit ? "true" : "false", pData->second, last_second); if(!is_emmit && pData->second != last_second) {//need to emmit; debug("## NEED TO EMMIT\n"); memset(grmc_buff, '\0', sizeof(char) * 1024); format_gprmc(grmc_buff, 1024, pData->year, pData->month, pData->day, pData->hour, pData->minute, pData->second); strncat(grmc_buff, "\n", 1); is_emmit = 1; } last_second = pData->second; } debug("## pData : %p\n", pData, sizeof(XsensData)); if(data->fp && pData) { fwrite((char *)pData, sizeof(XsensData), 1, data->fp); fflush(data->fp); } debug("[xsensDataProcessor]<<\n"); return !done; }
void linear_expression::change_subject(const variable& old_subj, const variable& new_subj) { assert(!new_subj.is_nil()); assert(!near_zero(coefficient(new_subj))); if (old_subj.is(new_subj)) return; terms_[old_subj] = new_subject(new_subj); }
linear_expression& linear_expression::add(const variable& v, double c, const variable& subject, tableau& solver) { auto i (terms_.find(v)); if (i == terms_.end()) { if(!near_zero(c)) { terms_[v] = c; solver.note_added_variable(v, subject); } } else if (near_zero(i->second += c)) { terms_.erase(i); solver.note_removed_variable(v, subject); } return *this; }
void linear_expression::substitute_out(const variable& var, const linear_expression& expr, const variable& subj, tableau& solver) { auto it (terms_.find(var)); assert(it != terms_.end()); double multiplier (it->second); terms_.erase(it); increment_constant(multiplier * expr.constant()); for (auto& p : expr.terms()) { const variable& v (p.first); double c (multiplier * p.second); auto oc (terms_.find(v)); if (oc != terms_.end()) { double new_coeff (oc->second + c); if (near_zero(new_coeff)) { solver.note_removed_variable(oc->first, subj); terms_.erase(oc); } else { oc->second = new_coeff; } } else { terms_[v] = c; solver.note_added_variable(v, subj); } } }
int vect2_near_zero ( const float in[2] ) { //if ( !isfinite(in[0]) || !isfinite(in[1]) ) // return 1; return near_zero( in[0] ) && near_zero( in[1] ); }
bool nearly_equal(double val, double val2) { return near_zero(val - val2); }
void cheat_handle_stick ( struct vehicle_info *vehicle_info, struct actor_info *actor_info, float time_diff ) { traceLastFunc( "cheat_handle_stick()" ); struct object_base *base_stick, *base_self; struct actor_info *actor_stick; struct vehicle_info *vehicle_stick; float *speed_stick, *speed_self; float *spin_stick, *spin_self; static int id = -1; int i; if ( KEY_PRESSED(set.key_stick) ) { if ( vehicle_info != NULL ) cheat_state->vehicle.stick ^= 1; else cheat_state->actor.stick ^= 1; id = actor_find( id - 1, 1, ACTOR_ALIVE | ACTOR_NOT_SAME_VEHICLE ); } if ( KEY_PRESSED(set.key_stick_nearest) ) { if ( vehicle_info != NULL ) cheat_state->vehicle.stick ^= 1; else cheat_state->actor.stick ^= 1; id = actor_find_nearest( ACTOR_ALIVE | ACTOR_NOT_SAME_VEHICLE ); } if ( (vehicle_info != NULL && cheat_state->vehicle.stick) || (actor_info != NULL && cheat_state->actor.stick) ) { // remove any bad vehicle or actor stuffs if ( isBadPtr_GTA_pVehicle(vehicle_info) ) vehicle_info = NULL; if ( isBadPtr_GTA_pPed(actor_info) ) actor_info = NULL; /* check if actor has disappeared.. and if it has, switch to teh nearest */ if ( id != -1 && actor_info_get(id, ACTOR_ALIVE) == NULL ) id = actor_find_nearest( ACTOR_ALIVE | ACTOR_NOT_SAME_VEHICLE ); if ( KEY_PRESSED(set.key_stick_prev) ) id = actor_find( id, -1, ACTOR_ALIVE | ACTOR_NOT_SAME_VEHICLE ); if ( KEY_PRESSED(set.key_stick_next) ) id = actor_find( id, 1, ACTOR_ALIVE | ACTOR_NOT_SAME_VEHICLE ); /* no actors to stick to */ if ( id == -1 ) { cheat_state_text( "No players found; stick disabled." ); cheat_state->vehicle.stick = 0; cheat_state->actor.stick = 0; return; } /* get actor struct for the actor we're sticking to */ actor_stick = actor_info_get( id, ACTOR_ALIVE | ACTOR_NOT_SAME_VEHICLE ); if ( actor_stick == NULL ) return; /* is this actor in a vehicle? */ vehicle_stick = actor_vehicle_get( actor_stick ); base_stick = vehicle_stick ? &vehicle_stick->base : &actor_stick->base; base_self = vehicle_info ? &vehicle_info->base : &actor_info->base; speed_stick = vehicle_stick ? vehicle_stick->speed : actor_stick->speed; speed_self = vehicle_info ? vehicle_info->speed : actor_info->speed; spin_stick = vehicle_stick ? vehicle_stick->spin : actor_stick->spin; spin_self = vehicle_info ? vehicle_info->spin : actor_info->spin; /* allow warping to work + always warp towards whatever we're sticking to... but only when we're in a vehicle */ if ( KEY_PRESSED(set.key_warp_mod) && vehicle_info != NULL ) { float out[4]; /* multiply the matrix of whatever we're sticking to with the user supplied vector */ matrix_vect4_mult( base_stick->matrix, set.stick_vect, out ); /* multiply the result with the negative warp-speed value, and put it in the speed vector (negative because we want to warp towards teh target, not away from it */ vect3_mult( out, -set.warp_speed, speed_self ); } if ( !KEY_DOWN(set.key_warp_mod) ) { float d[4] = { 0.0f, 0.0f, 0.0f, 0.0f }; float accel_mult = 1.0f; float out[4]; /* handle stick movement keys */ if ( KEY_DOWN(set.key_stick_forward) ) d[1] += 1.0f; if ( KEY_DOWN(set.key_stick_backward) ) d[1] -= 1.0f; if ( KEY_DOWN(set.key_stick_left) ) d[0] -= 1.0f; if ( KEY_DOWN(set.key_stick_right) ) d[0] += 1.0f; if ( KEY_DOWN(set.key_stick_up) ) d[2] += 1.0f; if ( KEY_DOWN(set.key_stick_down) ) d[2] -= 1.0f; if ( KEY_DOWN(set.key_stick_in) ) d[3] -= 1.0f; if ( KEY_DOWN(set.key_stick_out) ) d[3] += 1.0f; if ( !near_zero(set.stick_accel_time) ) { static uint32_t time_start; if ( !vect4_near_zero(d) ) time_start = ( time_start == 0 ) ? time_get() : time_start; else time_start = 0; /* no keys pressed */ /* acceleration */ if ( time_start != 0 ) { float t = TIME_TO_FLOAT( time_get() - time_start ); if ( t < set.stick_accel_time ) accel_mult *= t / set.stick_accel_time; } } /* calculate new vector + dist */ if ( !vect3_near_zero(d) && !vect3_near_zero(set.stick_vect) ) { for ( i = 0; i < 3; i++ ) { d[i] = set.stick_vect[i] * set.stick_vect_dist + d[i] * time_diff * 8.0f * accel_mult; } set.stick_vect_dist = vect3_length( d ); vect3_normalize( d, set.stick_vect ); } /* move towards/away from the center */ if ( !near_zero(d[3]) ) set.stick_vect_dist += d[3] * time_diff * 40.0f * accel_mult; /* Teleport vehicle detachables */ if ( vehicle_info != NULL ) vehicle_detachables_teleport( vehicle_info, &base_self->matrix[4 * 3], &base_stick->matrix[4 * 3] ); matrix_copy( base_stick->matrix, base_self->matrix ); vect3_copy( speed_stick, speed_self ); vect3_copy( spin_stick, spin_self ); /*base_self->interior_id = base_stick->interior_id; gta_interior_id_set(base_stick->interior_id);*/ /* multiply the matrix of the target with the user supplied vector */ matrix_vect4_mult( base_stick->matrix, set.stick_vect, out ); /* multiply the result with the user supplied vector distance */ vect3_mult( out, set.stick_vect_dist, out ); /* and add it to our position */ vect3_vect3_add( &base_self->matrix[4 * 3], out, &base_self->matrix[4 * 3] ); if ( vehicle_info != NULL ) { /* Teleport detachables again :p */ vehicle_detachables_teleport( vehicle_info, &base_stick->matrix[4 * 3], &base_self->matrix[4 * 3] ); vehicle_prevent_below_height( vehicle_info, set.stick_min_height ); } else if ( actor_info != NULL ) { // new pedFlags actor_info->pedFlags.bIsStanding = true; actor_info->pedFlags.bWasStanding = true; actor_info->pedFlags.bStayInSamePlace = true; } } } }
void cheat_handle_quickwarp(struct vehicle_info *vehicle_info, struct actor_info *actor_info) { if (KEYCOMBO_PRESSED(set.key_quickwarp)) { CCam *pCam = pGame->GetCamera()->GetCam(pGame->GetCamera()->GetActiveCam()); CVector camsrc(*pCam->GetSource()), src, target, tppos; CColPoint *pCollision = nullptr; CEntitySAInterface *pEntity = nullptr; if (pCam->GetMode() == MODE_AIMWEAPON || pCam->GetMode() == MODE_AIMWEAPON_ATTACHED || pCam->GetMode() == MODE_AIMWEAPON_FROMCAR) { // calculate target position by aim vector pGame->GetCamera()->Find3rdPersonCamTargetVector(700.0f, &camsrc, &src, &target); } else { // else by camera vector target = camsrc + *pCam->GetFront() * 700.0f; } // ignore self vehicle if (vehicle_info != nullptr) { *(::vehicle_info **)VAR_IgnoredEntity = vehicle_info; } if (GTAfunc_ProcessLineOfSight(&camsrc, &target, &pCollision, &pEntity, true, true, false, true, true, false, false, false)) { tppos = *pCollision->GetPosition(); tppos -= (*pCollision->GetNormal()) * 0.5f; if (pCollision->GetNormal()->fZ >= 0.5f || pPedSelf->GetAreaCode() != 0) { tppos.fZ += 1.0f; tppos.fZ = pGameInterface->GetWorld()->FindGroundZFor3DPosition(&tppos); } else { tppos.fZ = pGameInterface->GetWorld()->FindGroundZForPosition(tppos.fX, tppos.fY); } if (vehicle_info != nullptr) { // check for collision CVehicle *vehSelf = pPedSelf->GetVehicle(); if (vehSelf) { pCollision->Destroy(); // check for collision CVector vecVehicleGravity; vehSelf->GetGravity(&vecVehicleGravity); CVector vecVehicleAbove = (-vecVehicleGravity * 5.0f) + tppos; CVector vecVehicleBelow = (vecVehicleGravity * 5.0f) + tppos; bool bCollision = GTAfunc_ProcessLineOfSight(&vecVehicleAbove, &vecVehicleBelow, &pCollision, &pEntity, true, false, false, true, true, false, false, false); // not checking for vehicle collisions if (bCollision && pCollision) { // set vehicle to same Up position has surface normal CMatrix matVehicleSelf; vehSelf->GetMatrix(&matVehicleSelf); CVector vecCollisionNormal = *pCollision->GetNormal(); // get "down" from vehicle model CVector rotationAxis = matVehicleSelf.vUp; // normalize our vectors vecCollisionNormal.Normalize(); rotationAxis.Normalize(); // axis and rotation for gravity float theta = acos(rotationAxis.DotProduct(&vecCollisionNormal)); if (!near_zero(theta)) { rotationAxis.CrossProduct(&vecCollisionNormal); rotationAxis.Normalize(); rotationAxis.ZeroNearZero(); matVehicleSelf = matVehicleSelf.Rotate(&rotationAxis, -theta); } // set the new matrix vehSelf->SetMatrix(&matVehicleSelf); // set pos floats for actual teleporting tppos.fX = pCollision->GetPosition()->fX; tppos.fY = pCollision->GetPosition()->fY; tppos.fZ = pCollision->GetPosition()->fZ + 1.0f; // should be enough to stay above the ground properly } else { tppos.fZ += 0.5f; } cheat_vehicle_teleport(vehicle_info, &tppos.fX, gta_interior_id_get(), true); } } else if (actor_info != nullptr) { tppos.fZ += 1.0f; cheat_actor_teleport(actor_info, &tppos.fX, gta_interior_id_get()); } GTAfunc_TogglePlayerControllable(0); GTAfunc_LockActor(0); } if (pCollision != nullptr) { pCollision->Destroy(); } } }
void cheat_handle_actor_fly ( struct actor_info *ainfo, double time_diff ) { traceLastFunc( "cheat_handle_actor_fly()" ); // toggle if ( KEY_PRESSED(set.key_fly_player) ) { if ( !cheat_state->actor.fly_on ) { cheat_state->actor.fly_on = 1; } else { cheat_state->actor.fly_on = 0; } } if ( cheat_state->actor.fly_on ) { // set fly status cheat_state->actor.fly_enabled = true; // get ground Z height float groundZHeight = pGame->GetWorld()->FindGroundZFor3DPosition(pPedSelf->GetPosition()); float playerZHeight = pPedSelf->GetPosition()->fZ; float playerFrontZOffset = abs(pPedSelfSA->Placeable.matrix->vFront.fZ); float playerRightZOffset = abs(pPedSelfSA->Placeable.matrix->vRight.fZ); // standing detection if ( cheat_state->actor.fly_active && ainfo->pedFlags.bIsStanding || !KEY_DOWN(set.key_fly_player_strafeUp) && cheat_state->actor.fly_active && groundZHeight + 1.4f > playerZHeight && groundZHeight - 1.4f < playerZHeight) { cheat_state->actor.fly_active = false; playerFly_lastKeySpeedState = speed_none; // remove up speed hard limiter patch if (patch_RemoveFlyUpSpeedLimit.installed) { patcher_remove(&patch_RemoveFlyUpSpeedLimit); } // remove fly soft limiters patch if (patch_RemoveFlyWindSpeedLimit.installed) { patcher_remove(&patch_RemoveFlyWindSpeedLimit); } // set gravity down pPedSelf->SetGravity( &-g_vecUpNormal ); // copy camera rotation to player ainfo->fCurrentRotation = -pGame->GetCamera()->GetCameraRotation(); ainfo->fTargetRotation = ainfo->fCurrentRotation; // play landing animation playerFly_lastAnimationStates = SHP_Jump_Land; GTAfunc_PerformAnimation("SHOP", "SHP_Jump_Land ", -1, 0, 1, 0, 0, 0, 0, 0); // correct for angle after landing if needed if (playerFrontZOffset > 0.4f || playerRightZOffset > 0.3f) { // get player matrix CMatrix matPed; pPedSelf->GetMatrix(&matPed); // tilt player upright CVector rotationAxis = g_vecUpNormal; rotationAxis.CrossProduct( &matPed.vUp ); float theta = ( matPed.vUp.DotProduct( &g_vecUpNormal ) ); if ( !near_zero(theta) ) { matPed = matPed.Rotate( &rotationAxis, cos(theta) ); // normalize everything matPed.vFront.Normalize(); matPed.vRight.Normalize(); matPed.vUp.Normalize(); // zero near zero matPed.vFront.ZeroNearZero(); matPed.vRight.ZeroNearZero(); matPed.vUp.ZeroNearZero(); // set player matrix pPedSelf->SetMatrix(&matPed); } } } else if ( ainfo->pedFlags.bIsStanding || !KEY_DOWN(set.key_fly_player_strafeUp) && groundZHeight + 1.6f > playerZHeight && groundZHeight - 1.6f < playerZHeight ) { // still standing // update the last matrix pPedSelf->GetMatrix(&playerFly_lastPedRotation); } else if ( time_diff < 1.0f ) // I believe I can fly... { // keys/buttons input playerFly_keySpeedStates keySpeedState; if ( KEY_DOWN(set.key_fly_player_accelerate) ) { keySpeedState = speed_accelerate; } else if ( KEY_DOWN(set.key_fly_player_decelerate) ) { keySpeedState = speed_decelerate; } else { keySpeedState = speed_none; } playerFly_keyStrafeStates keyStrafeState; if ( KEY_DOWN(set.key_fly_player_strafeLeft) && !KEY_DOWN(set.key_fly_player_strafeRight) ) { keyStrafeState = strafe_left; playerFly_animationStrafeStateTimer = GetTickCount(); } else if ( KEY_DOWN(set.key_fly_player_strafeRight) && !KEY_DOWN(set.key_fly_player_strafeLeft) ) { keyStrafeState = strafe_right; playerFly_animationStrafeStateTimer = GetTickCount(); } else if ( KEY_DOWN(set.key_fly_player_strafeUp) ) { keyStrafeState = strafe_up; playerFly_animationStrafeStateTimer = GetTickCount(); } else { keyStrafeState = strafe_none; } // activate fly mode if ( !cheat_state->actor.fly_active ) { cheat_state->actor.fly_active = true; // install up speed hard limiter patch if (!patch_RemoveFlyUpSpeedLimit.installed) { patcher_install(&patch_RemoveFlyUpSpeedLimit); } // install fly soft limiters patch if (!patch_RemoveFlyWindSpeedLimit.installed) { patcher_install(&patch_RemoveFlyWindSpeedLimit); } if ( keySpeedState == speed_none ) { // start fly animation GTAfunc_PerformAnimation("SWIM", "Swim_Tread", -1, 1, 1, 0, 0, 0, 1, 0); playerFly_lastAnimationStates = anim_Swim_Tread; } } // init variables // setup variables used through this function CVector vecSpeed, rotationAxis; float theta, thetaBase, rotationMultiplier; pPedSelf->GetMoveSpeed(&vecSpeed); float speed = vecSpeed.Length(); // copy camera rotation to player // this doesn't seem to be needed anymore //ainfo->fCurrentRotation = -pGame->GetCamera()->GetCameraRotation(); // get camera matrix CMatrix matCamera; pGame->GetCamera()->GetMatrix(&matCamera); matCamera.vRight = -matCamera.vRight; // for some reason this is inverted // normalize camera matCamera.vFront.Normalize(); matCamera.vRight.Normalize(); matCamera.vUp.Normalize(); // change animation if ( playerFly_lastKeyStrafeStates != keyStrafeState || playerFly_lastKeySpeedState != keySpeedState ) { playerFly_lastKeyStrafeStates = keyStrafeState; playerFly_lastKeySpeedState = keySpeedState; playerFly_animationDeceleration = false; switch ( keySpeedState ) { case speed_none: { if (playerFly_lastAnimationStates != anim_Swim_Breast) { playerFly_lastAnimationStates = anim_Swim_Breast; GTAfunc_PerformAnimation("SWIM", "Swim_Breast", -1, 1, 1, 0, 0, 0, 1, 0); } break; } case speed_accelerate: { if (playerFly_lastAnimationStates != anim_FALL_skyDive_accel) { playerFly_lastAnimationStates = anim_FALL_skyDive_accel; GTAfunc_PerformAnimation("PARACHUTE", "FALL_skyDive_accel", -1, 1, 1, 0, 0, 0, 1, 0); } break; } case speed_decelerate: { switch ( keyStrafeState ) { case strafe_none: case strafe_up: case strafe_left: case strafe_right: { if ( speed > 0.45f ) { if (playerFly_lastAnimationStates != anim_FALL_skyDive) { playerFly_lastAnimationStates = anim_FALL_skyDive; GTAfunc_PerformAnimation("PARACHUTE", "FALL_skyDive", -1, 1, 1, 0, 0, 0, 1, 0); } playerFly_animationDeceleration = true; } else if (playerFly_lastAnimationStates != anim_Swim_Tread) { playerFly_lastAnimationStates = anim_Swim_Tread; GTAfunc_PerformAnimation("SWIM", "Swim_Tread", -1, 1, 1, 0, 0, 0, 1, 0); } } break; default: { if (playerFly_lastAnimationStates != anim_Swim_Tread) { playerFly_lastAnimationStates = anim_Swim_Tread; GTAfunc_PerformAnimation("SWIM", "Swim_Tread", -1, 1, 1, 0, 0, 0, 1, 0); } break; } } break; } } playerFly_animationKeyStateSpeedDownChanged = false; } else if (!playerFly_animationKeyStateSpeedDownChanged) { switch ( keySpeedState ) { case speed_decelerate: { if ( speed < 0.45f ) { if (playerFly_lastAnimationStates != anim_Swim_Tread) { playerFly_lastAnimationStates = anim_Swim_Tread; GTAfunc_PerformAnimation("SWIM", "Swim_Tread", -1, 1, 1, 0, 0, 0, 1, 0); } playerFly_animationDeceleration = false; playerFly_animationKeyStateSpeedDownChanged = true; } break; } default: break; } } // acceleration/deceleration // acceleration float fly_speed_max; float fly_acceleration; float fly_speed = set.fly_player_speed; float fly_acceleration_multiplier = set.fly_player_accel_multiplier; float fly_deceleration_multiplier = set.fly_player_decel_multiplier; switch ( keySpeedState ) { case speed_accelerate: { if (fly_speed >= 1.0f) { fly_speed_max = 1.333f * (1.0f + (0.5f / fly_speed)) * fly_speed; fly_acceleration = time_diff * ((0.5f + (0.25f / (fly_speed / 4.0f))) * fly_speed) * fly_acceleration_multiplier; } else { fly_speed_max = 1.333f * (1.0f + (0.5f * fly_speed)) * fly_speed; fly_acceleration = time_diff * ((0.5f + fly_speed) * fly_speed) * fly_acceleration_multiplier; } if ( vecSpeed.Length() < fly_speed_max ) { vecSpeed += matCamera.vFront * fly_acceleration; } // don't have NearZero speeds if ( !vecSpeed.IsNearZero() ) { // set speed vector ainfo->m_SpeedVec = vecSpeed; } } break; case speed_none: { if (fly_speed >= 1.0f) { fly_speed_max = 0.1f; fly_acceleration = time_diff * 0.3f; } else { fly_speed_max = 0.1f * fly_speed; fly_acceleration = time_diff * (0.3f * fly_speed); } if ( vecSpeed.Length() < fly_speed_max ) { vecSpeed += matCamera.vFront * fly_acceleration; } // calculate wind resistance float windResistance; float windSpeedDivisor = 1.5f; if (fly_speed >= windSpeedDivisor) { windResistance = time_diff * ( ( (fly_speed * 0.023f) + (speed * (fly_speed / (fly_speed / windSpeedDivisor)) * 0.38f) ) / (fly_speed / windSpeedDivisor) ); } else if (fly_speed >= 1.0f) { windResistance = time_diff * ( ( (fly_speed * 0.023f) + (speed * (fly_speed / (fly_speed / windSpeedDivisor)) * 0.38f) ) * (fly_speed / windSpeedDivisor) ); } else { windResistance = time_diff * ( ( (fly_speed * 0.023f) + (speed * 0.38f) ) * fly_speed ); } vecSpeed -= vecSpeed * windResistance; // don't have NearZero speeds if ( !vecSpeed.IsNearZero() ) { // set speed vector ainfo->m_SpeedVec = vecSpeed; } } break; case speed_decelerate: { // this bit should be converted to mta-style code vect3_normalize( ainfo->speed, ainfo->speed ); speed -= time_diff * ((0.1f + speed) * (0.45f / (fly_speed / 2.0f)) * fly_speed) * fly_deceleration_multiplier; if ( speed < 0.0f ) speed = 0.0f; if ( vect3_near_zero(ainfo->speed) ) { vect3_zero( ainfo->speed ); } else { vect3_mult( ainfo->speed, speed, ainfo->speed ); } } break; } // set speed target // calculate the desired speed target CVector vecSpeedRotate = matCamera.vFront; switch ( keyStrafeState ) { case strafe_up: { vecSpeedRotate = matCamera.vUp; } break; case strafe_left: { CMatrix matTargetRotate; // rotate sideways matTargetRotate.vFront = vecSpeedRotate; rotationAxis = matCamera.vUp; theta = -1.57; matTargetRotate = matTargetRotate.Rotate( &rotationAxis, theta ); // rotate upward rotationAxis = matCamera.vFront; if (KEY_DOWN(set.key_fly_player_strafeUp)) { theta = -0.785; } else { theta = -0.05; } matTargetRotate = matTargetRotate.Rotate( &rotationAxis, theta ); // set the rotation target vecSpeedRotate = matTargetRotate.vFront; vecSpeedRotate.Normalize(); } break; case strafe_right: { CMatrix matTargetRotate; // rotate sideways matTargetRotate.vFront = vecSpeedRotate; rotationAxis = matCamera.vUp; theta = 1.57; matTargetRotate = matTargetRotate.Rotate( &rotationAxis, theta ); // rotate upward rotationAxis = matCamera.vFront; if (KEY_DOWN(set.key_fly_player_strafeUp)) { theta = 0.785; } else { theta = 0.05; } matTargetRotate = matTargetRotate.Rotate( &rotationAxis, theta ); // set the rotation target vecSpeedRotate = matTargetRotate.vFront; vecSpeedRotate.Normalize(); } break; case strafe_none: break; } // rotate the speed CVector frontCamOffsetTarget; // rotate the speed vector slowly to face the desired target CMatrix matSpeedVecRotate; matSpeedVecRotate.vFront = vecSpeed; matSpeedVecRotate.vFront.Normalize(); // calculate rotation multiplier, time_diff * 69.0 is ideal for calculations, always time for 69 rotationMultiplier = (time_diff * 69.0f) / ( 32.0f + (vecSpeed.Length() * 5.0f) ); // calculate rotation rotationAxis = vecSpeedRotate;// + gravCamPed_vecCameraPanOffset; rotationAxis.Normalize(); // magic rotationAxis.CrossProduct( &matSpeedVecRotate.vFront ); // control thetaBase = abs(sinh(vecSpeedRotate.DotProduct(&matSpeedVecRotate.vFront)) - 1.175f) / 2.35f + 1.0f; theta = thetaBase * rotationMultiplier; if ( !near_zero(theta) ) { // rotate matSpeedVecRotate = matSpeedVecRotate.Rotate( &rotationAxis, theta ); // calculate new speed float speedReduction = time_diff * (vecSpeed.Length() * (thetaBase - 1.0f)); // set new speed vector matSpeedVecRotate.vFront.Normalize(); ainfo->m_SpeedVec = matSpeedVecRotate.vFront * ( ainfo->m_SpeedVec.Length() - speedReduction ); } // change animation when we're turning hard & not accelerating if (speed > 0.45f && keySpeedState == speed_none && !playerFly_animationDeceleration && ( keyStrafeState == strafe_none || keyStrafeState == strafe_up ) ) { if ( (GetTickCount() - 500) > playerFly_animationStrafeStateTimer ) { if (playerFly_lastAnimationStates != anim_FALL_skyDive) { playerFly_lastAnimationStates = anim_FALL_skyDive; GTAfunc_PerformAnimation("PARACHUTE", "FALL_skyDive", -1, 1, 1, 0, 0, 0, 1, 0); } playerFly_animationDeceleration = true; playerFly_animationDirectionSpeedDownChanged = false; } else if ( keyStrafeState == strafe_up ) { if (playerFly_lastAnimationStates != anim_FALL_skyDive) { playerFly_lastAnimationStates = anim_FALL_skyDive; GTAfunc_PerformAnimation("PARACHUTE", "FALL_skyDive", -1, 1, 1, 0, 0, 0, 1, 0); } playerFly_animationDeceleration = true; playerFly_animationDirectionSpeedDownChanged = false; } } else if ( !playerFly_animationDirectionSpeedDownChanged && ( speed < 0.45f ) ) { if ( keySpeedState == speed_none ) { if (playerFly_lastAnimationStates != anim_Swim_Tread) { playerFly_lastAnimationStates = anim_Swim_Tread; GTAfunc_PerformAnimation("SWIM", "Swim_Tread", -1, 1, 1, 0, 0, 0, 1, 0); } playerFly_animationDeceleration = false; } playerFly_animationDirectionSpeedDownChanged = true; } // set the ped rotation target // copy speed and normalize, for initial direction CVector vecPedRotate = matSpeedVecRotate.vFront; // should use the rotated speed, not original speed vecPedRotate.Normalize(); CMatrix matPedTarget; matPedTarget.vFront = matCamera.vFront; matPedTarget.vRight = matCamera.vRight + (playerFly_lastPedRotation.vRight * 0.2f); matPedTarget.vRight.Normalize(); matPedTarget.vUp = matCamera.vUp; // rotate the ped rotation target to direction of speed if (!near_zero(vecSpeed.Length())) { // rotate target rotationAxis = g_vecUpNormal; rotationAxis.CrossProduct( &vecPedRotate ); thetaBase = vecSpeedRotate.DotProduct(&vecPedRotate); // drifting rotationMultiplier = (time_diff * 69.0f) / ( 18.0f + (vecSpeed.Length() * 1.75f) ); theta = cos(thetaBase * rotationMultiplier); if ( !near_zero(theta) ) { matPedTarget = matPedTarget.Rotate( &rotationAxis, theta ); } // recopy original front matPedTarget.vFront = vecPedRotate; // rotate the ped rotation target upward during deceleration // animation so that the animation is at the correct angle if (playerFly_animationDeceleration) { CVector upStrafeAxis = vecPedRotate; upStrafeAxis.CrossProduct(&matPedTarget.vUp); rotationMultiplier = (time_diff * 69.0f) / ( 1.0f + (vecSpeed.Length() * 0.25f) ); thetaBase = -1.5;// * rotationMultiplier; // 1.57 = 90 degrees theta = cos(thetaBase * rotationMultiplier); // rotate the ped rotation target to direction of speed if (!near_zero(vecSpeed.Length())) { matPedTarget = matPedTarget.Rotate( &upStrafeAxis, theta ); } //upStrafeAxis = upStrafeAxisBuffer; } } // invert right z during strafing if ( keyStrafeState == strafe_left || keyStrafeState == strafe_right ) { matPedTarget.vRight.fZ = -matPedTarget.vRight.fZ / 2.0f; } // normalize everything matPedTarget.Normalize(false); // sure, why not // rotate the ped // actual rotation of the ped to smooth movements rotationMultiplier = (time_diff * 69.0f) / ( 12.0f + (vecSpeed.Length() * 1.5f) ); // front camera offset rotationAxis = playerFly_lastPedRotation.vFront; frontCamOffsetTarget = playerFly_lastPedRotation.vFront; frontCamOffsetTarget.Normalize(); rotationAxis.CrossProduct( &frontCamOffsetTarget ); thetaBase = playerFly_lastPedRotation.vFront.DotProduct(&frontCamOffsetTarget); theta = -cos(thetaBase) * ((time_diff * 69.0f) / 4.5f); if ( !near_zero(theta) ) { playerFly_lastPedRotation = playerFly_lastPedRotation.Rotate( &rotationAxis, theta ); matPedTarget = matPedTarget.Rotate( &rotationAxis, -theta ); } // front rotationAxis = playerFly_lastPedRotation.vFront; rotationAxis.CrossProduct( &matPedTarget.vFront ); thetaBase = playerFly_lastPedRotation.vFront.DotProduct(&matPedTarget.vFront); theta = -cos(thetaBase) * rotationMultiplier; if ( !near_zero(theta) ) { playerFly_lastPedRotation = playerFly_lastPedRotation.Rotate( &rotationAxis, theta ); matPedTarget = matPedTarget.Rotate( &rotationAxis, theta ); } // right rotationAxis = playerFly_lastPedRotation.vRight; rotationAxis.CrossProduct( &matPedTarget.vRight ); thetaBase = playerFly_lastPedRotation.vRight.DotProduct(&matPedTarget.vRight); theta = -cos(thetaBase) * (rotationMultiplier * 0.825f); if ( !near_zero(theta) ) { playerFly_lastPedRotation = playerFly_lastPedRotation.Rotate( &rotationAxis, theta ); matPedTarget = matPedTarget.Rotate( &rotationAxis, theta ); } // up rotationAxis = playerFly_lastPedRotation.vUp + (g_vecUpNormal / 1.4f); rotationAxis.Normalize(); rotationAxis.CrossProduct( &matPedTarget.vUp ); thetaBase = playerFly_lastPedRotation.vUp.DotProduct(&matPedTarget.vUp); theta = -cos(thetaBase) * (rotationMultiplier / 8.0f); if ( !near_zero(theta) ) { playerFly_lastPedRotation = playerFly_lastPedRotation.Rotate( &rotationAxis, theta ); //matPedTarget = matPedTarget.Rotate( &rotationAxis, theta ); } // normalize everything playerFly_lastPedRotation.vFront.Normalize(); playerFly_lastPedRotation.vRight.Normalize(); playerFly_lastPedRotation.vUp.Normalize(); // zero near zero playerFly_lastPedRotation.vFront.ZeroNearZero(); playerFly_lastPedRotation.vRight.ZeroNearZero(); playerFly_lastPedRotation.vUp.ZeroNearZero(); // set the position playerFly_lastPedRotation.vPos = pPedSelfSA->Placeable.matrix->vPos; // set player matrix pPedSelf->SetMatrix(&playerFly_lastPedRotation); // set the camera (our CPed gravity gets ignored while flying) // we should be setting it like this //CVector smoothedGrav = -playerFly_lastPedRotation.vUp + (g_vecUpNormal * 2.0f); //smoothedGrav.Normalize(); //pPedSelf->SetGravity( &smoothedGrav ); // -nf // but the function is hacked to hell to make it work, so since we're the only // thing using it so far, we'll just do this, and fudge the camera in the hook // -nf pPedSelf->SetGravity( &-playerFly_lastPedRotation.vUp ); // actually... the camera is doing quite a lot now which is flying specific, with some // logic to run when actually flying, so... just doing literal set gravity is appropriate for now. // -nf } } else if ( cheat_state->actor.fly_enabled ) { // set fly disabled cheat_state->actor.fly_enabled = false; if (cheat_state->actor.fly_active) { cheat_state->actor.fly_active = false; // set gravity down pPedSelf->SetGravity( &-g_vecUpNormal ); // remove up speed hard limiter patch if (patch_RemoveFlyUpSpeedLimit.installed) { patcher_remove(&patch_RemoveFlyUpSpeedLimit); } // remove fly soft limiters patch if (patch_RemoveFlyWindSpeedLimit.installed) { patcher_remove(&patch_RemoveFlyWindSpeedLimit); } // copy camera rotation to player ainfo->fCurrentRotation = -pGame->GetCamera()->GetCameraRotation(); ainfo->fTargetRotation = ainfo->fCurrentRotation; // stop animation playerFly_lastAnimationStates = SHP_Jump_Land; GTAfunc_PerformAnimation("SHOP", "SHP_Jump_Land ", -1, 0, 1, 0, 0, 0, 0, 0); } playerFly_lastKeySpeedState = speed_none; } }
void cheat_handle_actor_air_brake ( struct actor_info *info, double time_diff ) { traceLastFunc( "cheat_handle_actor_air_brake()" ); static float orig_pos[3]; static float fall_speed_mult; static int was_enabled; if ( set.air_brake_toggle ) { if ( KEY_PRESSED(set.key_air_brake_foot_mod) ) { if(cheat_state->actor.air_brake) { cheat_state->actor.air_brake = 0; } else { cheat_state->actor.air_brake = 1; } } if ( KEY_PRESSED(set.key_air_brake_mod2) && cheat_state->actor.air_brake ) { if(cheat_state->actor.air_brake_slowmo) { cheat_state->actor.air_brake_slowmo = 0; } else { cheat_state->actor.air_brake_slowmo = 1; } } } else { if ( KEY_PRESSED(set.key_air_brake_foot_mod) ) cheat_state->actor.air_brake = 1; else if ( KEY_RELEASED(set.key_air_brake_foot_mod) ) cheat_state->actor.air_brake = 0; if ( KEY_PRESSED(set.key_air_brake_mod2) && cheat_state->actor.air_brake ) cheat_state->actor.air_brake_slowmo = 1; else if ( KEY_RELEASED(set.key_air_brake_mod2) && cheat_state->actor.air_brake ) cheat_state->actor.air_brake_slowmo = 0; } if ( !was_enabled && cheat_state->actor.air_brake ) { vect3_copy( &info->base.matrix[4 * 3], orig_pos ); fall_speed_mult = 1.0f; was_enabled = 1; } if ( !cheat_state->actor.air_brake ) { was_enabled = 0; cheat_state->actor.air_brake_slowmo = 0; } else { float *matrix = info->base.matrix; // if there's no parachute if ( !(info->weapon_slot == 11 && info->weapon[11].id == 46) ) { vect3_copy( orig_pos, &info->base.matrix[4 * 3] ); vect3_zero( info->speed ); // new pedFlags info->pedFlags.bIsStanding = true; info->pedFlags.bWasStanding = true; info->pedFlags.bStayInSamePlace = true; static uint32_t time_start; float d[4] = { 0.0f, 0.0f, 0.0f, time_diff * set.air_brake_speed }; if ( cheat_state->actor.air_brake_slowmo ) d[3] /= 10.0f; if ( KEY_DOWN(set.key_air_brake_forward) ) d[0] += 1.0f; if ( KEY_DOWN(set.key_air_brake_backward) ) d[0] -= 1.0f; if ( KEY_DOWN(set.key_air_brake_left) ) d[1] += 1.0f; if ( KEY_DOWN(set.key_air_brake_right) ) d[1] -= 1.0f; if ( KEY_DOWN(set.key_air_brake_up) ) d[2] += 1.0f; if ( KEY_DOWN(set.key_air_brake_down) ) d[2] -= 1.0f; if ( !near_zero(set.air_brake_accel_time) ) { if ( !vect3_near_zero(d) ) time_start = ( time_start == 0 ) ? time_get() : time_start; else time_start = 0; /* no keys pressed */ /* acceleration */ if ( time_start != 0 ) { float t = TIME_TO_FLOAT( time_get() - time_start ); if ( t < set.air_brake_accel_time ) d[3] *= t / set.air_brake_accel_time; } } if ( !vect3_near_zero(d) ) { float vect[4] = { -d[1], d[0], d[2], 0.0f }; float out[4]; /* out = matrix * norm(d) */ vect3_normalize( vect, vect ); matrix_vect4_mult( matrix, vect, out ); matrix[4 * 3 + 0] += out[0] * d[3]; matrix[4 * 3 + 1] += out[1] * d[3]; matrix[4 * 3 + 2] += out[2] * d[3]; } } // parachute else { if ( KEY_DOWN(set.key_air_brake_up) ) fall_speed_mult += time_diff / 2.0f; if ( KEY_DOWN(set.key_air_brake_down) ) fall_speed_mult -= time_diff / 2.0f; if ( fall_speed_mult < 0.0f ) fall_speed_mult = 0.0f; else if ( fall_speed_mult > 2.0f ) fall_speed_mult = 2.0f; matrix[4 * 3 + 0] += info->speed[0] * time_diff * set.air_brake_speed; matrix[4 * 3 + 1] += info->speed[1] * time_diff * set.air_brake_speed; matrix[4 * 3 + 2] -= ( matrix[4 * 3 + 2] - orig_pos[2] ) * fall_speed_mult; } vect3_copy( &matrix[4 * 3], orig_pos ); // heh int gonadsMult = 1000; float strifeMult = 0.00001f; int gonads = rand() % gonadsMult; float strife = (double)gonads * strifeMult; if ( strife < strifeMult * gonadsMult / 2 ) strife -= strifeMult * gonadsMult; info->m_SpeedVec.fX = strife; gonads = rand() % gonadsMult; strife = (double)gonads * strifeMult; if ( strife < strifeMult * gonadsMult / 2 ) strife -= strifeMult * gonadsMult; info->m_SpeedVec.fY = strife; } }