コード例 #1
0
ファイル: linear_expression.cpp プロジェクト: albeva/goosdl
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;
}
コード例 #2
0
ファイル: main.c プロジェクト: yystju/lidar
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;
}
コード例 #3
0
ファイル: linear_expression.cpp プロジェクト: albeva/goosdl
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);
}
コード例 #4
0
ファイル: linear_expression.cpp プロジェクト: albeva/goosdl
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;
}
コード例 #5
0
ファイル: linear_expression.cpp プロジェクト: albeva/goosdl
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);
        }
    }
}
コード例 #6
0
ファイル: math_stuff.cpp プロジェクト: 6D6C666A/RakSAMP
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] );
}
コード例 #7
0
ファイル: complexnumber.cpp プロジェクト: DevCodeOne/WS_1617
bool nearly_equal(double val, double val2) {
	return near_zero(val - val2);
}
コード例 #8
0
ファイル: cheat_generic.cpp プロジェクト: iBelow/modsa_sobeit
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;
			}
		}
	}
}
コード例 #9
0
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();
		}
	}
}
コード例 #10
0
ファイル: cheat_actor.cpp プロジェクト: mishannn/m0d_sa
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;
	}
}
コード例 #11
0
ファイル: cheat_actor.cpp プロジェクト: mishannn/m0d_sa
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;
	}
}