Exemplo n.º 1
0
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;
}
Exemplo n.º 2
0
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();
	}
}
Exemplo n.º 3
0
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
}
Exemplo n.º 4
0
/* <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;
}
Exemplo n.º 5
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());
}