std::pair<Vec3f, Vec3f> angleToFrontUpVec(const Anglef & angle) { Vec3f front = angleToVector(angle); Vec3f up = angleToVector(angle + Anglef(90.f, 0, 0)); arx_assert(glm::abs(glm::dot(front, up)) < 5.f * std::numeric_limits<float>::epsilon(), "front=(%f,%f,%f) and up=(%f,%f,%f) should be orthogonal; dot=%1f*epsilon", double(front.x), double(front.y), double(front.z), double(up.x), double(up.y), double(up.z), double(glm::dot(front, up) / std::numeric_limits<float>::epsilon())); return std::make_pair(front, up); }
static void PlayerLaunchArrow_Test(float aimratio, float poisonous, const Vec3f & pos, const Anglef & angle) { Vec3f vect = angleToVector(angle); Vec3f position = pos; float velocity = aimratio + 0.3f; if(velocity < 0.9f) velocity = 0.9f; glm::quat quat = angleToQuatForArrow(angle); float wd = getEquipmentBaseModifier(IO_EQUIPITEM_ELEMENT_Damages); // TODO Why ignore relative modifiers? Why not just use player.Full_damages? float damages = wd * (1.f + (player.m_skillFull.projectile + player.m_attributeFull.dexterity) * (1.f/50)); ARX_THROWN_OBJECT_Throw(PlayerEntityHandle, position, vect, quat, velocity, damages, poisonous); }
void snMover::reset(float2 offset, float angle, float force, float mass, float torque, float moment) { float2 direction = angleToVector(angle); accel = direction * force / mass; accelNorm = direction; accelAngAccel = isZero(offset) ? 0.f : cross(offset, direction * force) / moment; angAccel = torque / moment; // FIXME we actually want a different threshhold depending on total torque available // if we have only a few thrusters we need to use them all to rotate // but at some point the minimal additional rotation speed is not worth the slew useForRotation = ((fabsf(accelAngAccel) / length(accel)) > 0.001) || (angAccel > epsilon); // FIXME we can't even hack this by itself - we need to look at all the movers.3 useForTranslation = !isZero(accel); accelEnabled = 0; angAccelEnabled = 0; }
static void Cedric_PrepareHalo(EERIE_3DOBJ * eobj, Skeleton * obj) { Vec3f cam_vector = angleToVector(ACTIVECAM->angle); // Apply light on all vertices for(size_t i = 0; i != obj->bones.size(); i++) { const Bone & bone = obj->bones[i]; glm::quat qt1 = bone.anim.quat; Vec3f t_vector = glm::inverse(qt1) * cam_vector; // Get light value for each vertex for(size_t v = 0; v != bone.idxvertices.size(); v++) { size_t vertIndex = bone.idxvertices[v]; const Vec3f & inVert = eobj->vertexlist[vertIndex].norm; // Get cos angle between light and vertex norm eobj->vertexlist3[vertIndex].norm.z = (inVert.x * t_vector.x + inVert.y * t_vector.y + inVert.z * t_vector.z); } } }
bool Manage3DCursor(Entity * io, bool simulate) { arx_assert(io); if(BLOCK_PLAYER_CONTROLS) return false; float ag = player.angle.getYaw(); if(ag > 180) ag = ag - 360; float drop_miny = (float)(g_size.center().y) - g_size.center().y * (ag * (1.f/70)); if(DANAEMouse.y < drop_miny) return false; Anglef temp = Anglef::ZERO; if(io->ioflags & IO_INVERTED) { temp.setYaw(180.f); temp.setPitch(-MAKEANGLE(270.f - io->angle.getPitch() - (player.angle.getPitch() - STARTED_ANGLE))); } else { temp.setPitch(MAKEANGLE(270.f - io->angle.getPitch() - (player.angle.getPitch() - STARTED_ANGLE))); } EERIE_3D_BBOX bbox; for(size_t i = 0; i < io->obj->vertexlist.size(); i++) { bbox.add(io->obj->vertexlist[i].v); } Vec3f mvectx = angleToVectorXZ(player.angle.getPitch() - 90.f); Vec2f mod = Vec2f(Vec2i(DANAEMouse) - g_size.center()) / Vec2f(g_size.center()) * Vec2f(160.f, 220.f); mvectx *= mod.x; Vec3f mvecty(0, mod.y, 0); Vec3f orgn = player.pos; orgn += angleToVector(player.angle) * 50.f; orgn += mvectx; orgn.y += mvecty.y; Vec3f dest = player.pos; dest += angleToVector(player.angle) * 10000.f; dest += mvectx; dest.y += mvecty.y * 5.f; Vec3f pos = orgn; Vec3f movev = glm::normalize(dest - orgn); float lastanything = 0.f; float height = -(bbox.max.y - bbox.min.y); if(height > -30.f) height = -30.f; Vec3f objcenter = bbox.min + (bbox.max - bbox.min) * Vec3f(0.5f); Vec3f collidpos = Vec3f_ZERO; bool collidpos_ok = false; { float maxdist = 0.f; for(size_t i = 0; i < io->obj->vertexlist.size(); i++) { const EERIE_VERTEX & vert = io->obj->vertexlist[i]; float dist = glm::distance(Vec2f(objcenter.x, objcenter.z), Vec2f(vert.v.x, vert.v.z)) - 4.f; maxdist = std::max(maxdist, dist); } if(io->obj->pbox) { Vec2f tmpVert(io->obj->pbox->vert[0].initpos.x, io->obj->pbox->vert[0].initpos.z); for(int i = 1; i < io->obj->pbox->nb_physvert; i++) { const PHYSVERT & physVert = io->obj->pbox->vert[i]; float dist = glm::distance(tmpVert, Vec2f(physVert.initpos.x, physVert.initpos.z)) + 14.f; maxdist = std::max(maxdist, dist); } } Cylinder cyl2; const float inc = 10.f; long iterating = 40; cyl2.height = std::min(-30.f, height); cyl2.radius = glm::clamp(maxdist, 20.f, 150.f); while(iterating > 0) { cyl2.origin = pos + movev * inc + Vec3f(0.f, bbox.max.y, 0.f); float anything = CheckAnythingInCylinder(cyl2, io, CFLAG_JUST_TEST | CFLAG_COLLIDE_NOCOL | CFLAG_NO_NPC_COLLIDE); if(anything < 0.f) { if(iterating == 40) { CANNOT_PUT_IT_HERE = 1; // TODO is this correct ? return true; } iterating = 0; collidpos = cyl2.origin; if(lastanything < 0.f) { pos.y += lastanything; collidpos.y += lastanything; } } else { pos = cyl2.origin; lastanything = anything; } iterating--; } collidpos_ok = iterating == -1; } objcenter = VRotateY(objcenter, temp.getPitch()); collidpos.x -= objcenter.x; collidpos.z -= objcenter.z; pos.x -= objcenter.x; pos.z -= objcenter.z; if(!collidpos_ok) { CANNOT_PUT_IT_HERE = 1; return false; } if(collidpos_ok && closerThan(player.pos, pos, 300.f)) { if(simulate) { ARX_INTERACTIVE_Teleport(io, pos, true); io->gameFlags &= ~GFLAG_NOCOMPUTATION; glm::quat rotation = glm::toQuat(toRotationMatrix(temp)); if(SPECIAL_DRAGINTER_RENDER) { if(glm::abs(lastanything) > glm::abs(height)) { TransformInfo t(collidpos, rotation, io->scale); static const float invisibility = 0.5f; DrawEERIEInter(io->obj, t, io, false, invisibility); } else { TransformInfo t(pos, rotation, io->scale); float invisibility = Cedric_GetInvisibility(io); DrawEERIEInter(io->obj, t, io, false, invisibility); } } } else { if(glm::abs(lastanything) > std::min(glm::abs(height), 12.0f)) { Entity * io = DRAGINTER; ARX_PLAYER_Remove_Invisibility(); io->obj->pbox->active = 1; io->obj->pbox->stopcount = 0; io->pos = collidpos; io->velocity = Vec3f_ZERO; io->stopped = 1; movev.x *= 0.0001f; movev.y = 0.1f; movev.z *= 0.0001f; Vec3f viewvector = movev; Anglef angle = temp; io->soundtime = 0; io->soundcount = 0; EERIE_PHYSICS_BOX_Launch(io->obj, io->pos, angle, viewvector); ARX_SOUND_PlaySFX(SND_WHOOSH, &pos); io->show = SHOW_FLAG_IN_SCENE; Set_DragInter(NULL); } else { ARX_PLAYER_Remove_Invisibility(); ARX_SOUND_PlayInterface(SND_INVSTD); ARX_INTERACTIVE_Teleport(io, pos, true); io->angle.setYaw(temp.getYaw()); io->angle.setPitch(270.f - temp.getPitch()); io->angle.setRoll(temp.getRoll()); io->stopped = 0; io->show = SHOW_FLAG_IN_SCENE; io->obj->pbox->active = 0; Set_DragInter(NULL); } } GRenderer->SetCulling(Renderer::CullNone); return true; } else { CANNOT_PUT_IT_HERE=-1; } return false; }
const float2 Entity::actualDir() const { return angleToVector(actualDirAngle()); }
const float2 Entity::dir() const { return angleToVector(dirAngle()); }
void MagicMissileSpell::Launch() { m_duration = ArxDurationMs(6000); m_hand_group = GetActionPointIdx(entities[m_caster]->obj, "primary_attach"); if(m_hand_group != ActionPoint()) { Entity * caster = entities[m_caster]; ActionPoint group = m_hand_group; m_hand_pos = actionPointPosition(caster->obj, group); } Vec3f startPos; float pitch, yaw; if(m_caster == EntityHandle_Player) { yaw = player.angle.getYaw(); pitch = player.angle.getPitch(); Vec3f vector = angleToVector(Anglef(pitch, yaw, 0.f)) * 60.f; if(m_hand_group != ActionPoint()) { startPos = m_hand_pos; } else { startPos = player.pos; startPos += angleToVectorXZ(yaw); } startPos += vector; } else { pitch = 0; yaw = entities[m_caster]->angle.getYaw(); Vec3f vector = angleToVector(Anglef(pitch, yaw, 0.f)) * 60.f; if(m_hand_group != ActionPoint()) { startPos = m_hand_pos; } else { startPos = entities[m_caster]->pos; } startPos += vector; Entity * io = entities[m_caster]; if(ValidIONum(io->targetinfo)) { const Vec3f & p1 = m_caster_pos; const Vec3f & p2 = entities[io->targetinfo]->pos; pitch = -(glm::degrees(getAngle(p1.y, p1.z, p2.y, p2.z + glm::distance(Vec2f(p2.x, p2.z), Vec2f(p1.x, p1.z))))); //alpha entre orgn et dest; } else if (ValidIONum(m_target)) { const Vec3f & p1 = m_caster_pos; const Vec3f & p2 = entities[m_target]->pos; pitch = -(glm::degrees(getAngle(p1.y, p1.z, p2.y, p2.z + glm::distance(Vec2f(p2.x, p2.z), Vec2f(p1.x, p1.z))))); //alpha entre orgn et dest; } } m_mrCheat = (m_caster == EntityHandle_Player && cur_mr == 3); ArxDuration lMax = ArxDuration_ZERO; long number; if(sp_max || cur_rf == 3) { number = long(m_level); } else { number = glm::clamp(long(m_level + 1) / 2, 1l, 5l); } pTab.reserve(number); for(size_t i = 0; i < size_t(number); i++) { CMagicMissile * missile = NULL; if(!m_mrCheat) { missile = new CMagicMissile(); } else { missile = new MrMagicMissileFx(); } pTab.push_back(missile); Anglef angles(pitch, yaw, 0.f); if(i > 0) { angles.setPitch(angles.getPitch() + Random::getf(-4.0f, 4.0f)); angles.setYaw(angles.getYaw() + Random::getf(-6.0f, 6.0f)); } missile->Create(startPos, angles); ArxDuration lTime = m_duration + ArxDurationMs(Random::get(-1000, 1000)); lTime = std::max(ArxDurationMs(1000), lTime); lMax = std::max(lMax, lTime); missile->SetDuration(lTime); EERIE_LIGHT * el = dynLightCreate(missile->lLightId); if(el) { el->intensity = 0.7f + 2.3f; el->fallend = 190.f; el->fallstart = 80.f; if(m_mrCheat) { el->rgb = Color3f(1.f, 0.3f, 0.8f); } else { el->rgb = Color3f(0.f, 0.f, 1.f); } el->pos = startPos; el->duration = ArxDurationMs(300); } } m_duration = lMax + ArxDurationMs(1000); }