bool Turret::detectItem(GameBase *object) { Point3F forward,objectVec = object->getBoxCenter() - getBoxCenter(); objectVec.normalize(); getEyeTransform().getRow(1,&forward); float dot = m_dot (forward, objectVec); if (dot >= data->FOV) return Parent::detectItem (object); return false; }
bool AIPlayer::onAdd() { if (!Parent::onAdd()) return false; // Use the eye as the current position (see getAIMove) MatrixF eye; getEyeTransform(&eye); mLastLocation = eye.getPosition(); return true; }
void TurretShape::getImageTransform(U32 imageSlot,S32 node,MatrixF* mat) { // Same as ShapeBase::getImageTransform() other than getRenderWeaponMountTransform() below // Image transform in world space MountedImage& image = mMountedImageList[imageSlot]; if (image.dataBlock) { if (node != -1) { ShapeBaseImageData& data = *image.dataBlock; U32 shapeIndex = getImageShapeIndex(image); MatrixF nmat = image.shapeInstance[shapeIndex]->mNodeTransforms[node]; MatrixF mmat; if (data.useEyeNode && isFirstPerson() && data.eyeMountNode[shapeIndex] != -1) { // We need to animate, even on the server, to make sure the nodes are in the correct location. image.shapeInstance[shapeIndex]->animate(); MatrixF emat; getEyeBaseTransform(&emat, mDataBlock->mountedImagesBank); MatrixF mountTransform = image.shapeInstance[shapeIndex]->mNodeTransforms[data.eyeMountNode[shapeIndex]]; mountTransform.affineInverse(); mmat.mul(emat, mountTransform); } else if (data.useEyeOffset && isFirstPerson()) { MatrixF emat; getEyeTransform(&emat); mmat.mul(emat,data.eyeOffset); } else { MatrixF emat; getWeaponMountTransform( imageSlot, MatrixF::Identity, &emat ); mmat.mul(emat,data.mountTransform[shapeIndex]); } mat->mul(mmat, nmat); } else getImageTransform(imageSlot,mat); } else *mat = mObjToWorld; }
/** * Sets the location for the bot to run to * * @param location Point to run to */ void AIPlayer::setMoveDestination( const Point3F &location, bool slowdown ) { //.logicking >> hack to avoid stopping right after // beginning of the move MatrixF eye; getEyeTransform(&eye); Point3F pos = eye.getPosition(); mLastLocation = pos; mLastLocation.z += mMoveTolerance * 2; //.logicking << mMoveDestination = location; mMoveState = ModeMove; mMoveSlowdown = slowdown; mMoveStuckTestCountdown = mMoveStuckTestDelay; }
void TurretShape::getImageTransform(U32 imageSlot,MatrixF* mat) { // Image transform in world space MountedImage& image = mMountedImageList[imageSlot]; if (image.dataBlock) { ShapeBaseImageData& data = *image.dataBlock; MatrixF nmat; if (data.useEyeOffset && isFirstPerson()) { getEyeTransform(&nmat); mat->mul(nmat,data.eyeOffset); } else { getWeaponMountTransform( imageSlot, MatrixF::Identity, &nmat ); mat->mul(nmat,data.mountTransform[getImageShapeIndex(image)]); } } else *mat = mObjToWorld; }
void Player::getCameraTransform(float camDist, TMat3F *transform) { #define MinCamDist 0.01 if(camDist < MinCamDist) { *transform = getEyeTransform(); transform->p.z += m_sin (bounce * 2) / 120; } else { int node = chaseNode; TMat3F nmat = image.shape->getTransform(node); nmat.set(EulerF(viewPitch, 0, 0), nmat.p); nmat.p.x = nmat.p.y = 0; m_mul(nmat, getTransform(), transform); transform->p.z += m_sin (bounce * 2) / 120; // Point3F dir; // transform->getRow(1, &dir); // float oldDist = dir.lenf(); validateEyePoint (transform, camDist); // if (newDist > oldDist) // cg.psc->setCamDist(newDist); } }
/** * This method calculates the moves for the AI player * * @param movePtr Pointer to move the move list into */ bool AIPlayer::getAIMove(Move *movePtr) { *movePtr = NullMove; // Use the eye as the current position. MatrixF eye; getEyeTransform(&eye); Point3F location = eye.getPosition(); Point3F rotation = getRotation(); // Orient towards the aim point, aim object, or towards // our destination. if (mAimObject || mAimLocationSet || mMoveState != ModeStop) { // Update the aim position if we're aiming for an object if (mAimObject) mAimLocation = mAimObject->getPosition() + mAimOffset; else if (!mAimLocationSet) mAimLocation = mMoveDestination; F32 xDiff = mAimLocation.x - location.x; F32 yDiff = mAimLocation.y - location.y; if (!mIsZero(xDiff) || !mIsZero(yDiff)) { // First do Yaw // use the cur yaw between -Pi and Pi F32 curYaw = rotation.z; while (curYaw > M_2PI_F) curYaw -= M_2PI_F; while (curYaw < -M_2PI_F) curYaw += M_2PI_F; // find the yaw offset F32 newYaw = mAtan2( xDiff, yDiff ); F32 yawDiff = newYaw - curYaw; // make it between 0 and 2PI if( yawDiff < 0.0f ) yawDiff += M_2PI_F; else if( yawDiff >= M_2PI_F ) yawDiff -= M_2PI_F; // now make sure we take the short way around the circle if( yawDiff > M_PI_F ) yawDiff -= M_2PI_F; else if( yawDiff < -M_PI_F ) yawDiff += M_2PI_F; movePtr->yaw = yawDiff; // Next do pitch. if (!mAimObject && !mAimLocationSet) { // Level out if were just looking at our next way point. Point3F headRotation = getHeadRotation(); movePtr->pitch = -headRotation.x; } else { // This should be adjusted to run from the // eye point to the object's center position. Though this // works well enough for now. F32 vertDist = mAimLocation.z - location.z; F32 horzDist = mSqrt(xDiff * xDiff + yDiff * yDiff); F32 newPitch = mAtan2( horzDist, vertDist ) - ( M_PI_F / 2.0f ); if (mFabs(newPitch) > 0.01f) { Point3F headRotation = getHeadRotation(); movePtr->pitch = newPitch - headRotation.x; } } } } else { // Level out if we're not doing anything else Point3F headRotation = getHeadRotation(); movePtr->pitch = -headRotation.x; } // Move towards the destination if (mMoveState != ModeStop) { F32 xDiff = mMoveDestination.x - location.x; F32 yDiff = mMoveDestination.y - location.y; // Check if we should mMove, or if we are 'close enough' if (mFabs(xDiff) < mMoveTolerance && mFabs(yDiff) < mMoveTolerance) { mMoveState = ModeStop; throwCallback("onReachDestination"); } else { // Build move direction in world space if (mIsZero(xDiff)) movePtr->y = (location.y > mMoveDestination.y) ? -1.0f : 1.0f; else if (mIsZero(yDiff)) movePtr->x = (location.x > mMoveDestination.x) ? -1.0f : 1.0f; else if (mFabs(xDiff) > mFabs(yDiff)) { F32 value = mFabs(yDiff / xDiff); movePtr->y = (location.y > mMoveDestination.y) ? -value : value; movePtr->x = (location.x > mMoveDestination.x) ? -1.0f : 1.0f; } else { F32 value = mFabs(xDiff / yDiff); movePtr->x = (location.x > mMoveDestination.x) ? -value : value; movePtr->y = (location.y > mMoveDestination.y) ? -1.0f : 1.0f; } // Rotate the move into object space (this really only needs // a 2D matrix) Point3F newMove; MatrixF moveMatrix; moveMatrix.set(EulerF(0.0f, 0.0f, -(rotation.z + movePtr->yaw))); moveMatrix.mulV( Point3F( movePtr->x, movePtr->y, 0.0f ), &newMove ); movePtr->x = newMove.x; movePtr->y = newMove.y; // Set movement speed. We'll slow down once we get close // to try and stop on the spot... if (mMoveSlowdown) { F32 speed = mMoveSpeed; F32 dist = mSqrt(xDiff*xDiff + yDiff*yDiff); F32 maxDist = 5.0f; if (dist < maxDist) speed *= dist / maxDist; movePtr->x *= speed; movePtr->y *= speed; mMoveState = ModeSlowing; } else { movePtr->x *= mMoveSpeed; movePtr->y *= mMoveSpeed; mMoveState = ModeMove; } if (mMoveStuckTestCountdown > 0) --mMoveStuckTestCountdown; else { // We should check to see if we are stuck... F32 locationDelta = (location - mLastLocation).len(); if (locationDelta < mMoveStuckTolerance && mDamageState == Enabled) { // If we are slowing down, then it's likely that our location delta will be less than // our move stuck tolerance. Because we can be both slowing and stuck // we should TRY to check if we've moved. This could use better detection. if ( mMoveState != ModeSlowing || locationDelta == 0 ) { mMoveState = ModeStuck; throwCallback("onMoveStuck"); } } } } } // Test for target location in sight if it's an object. The LOS is // run from the eye position to the center of the object's bounding, // which is not very accurate. if (mAimObject) { MatrixF eyeMat; getEyeTransform(&eyeMat); eyeMat.getColumn(3,&location); Point3F targetLoc = mAimObject->getBoxCenter(); // This ray ignores non-static shapes. Cast Ray returns true // if it hit something. RayInfo dummy; if (getContainer()->castRay( location, targetLoc, StaticShapeObjectType | StaticObjectType | TerrainObjectType, &dummy)) { if (mTargetInLOS) { throwCallback( "onTargetExitLOS" ); mTargetInLOS = false; } } else if (!mTargetInLOS) { throwCallback( "onTargetEnterLOS" ); mTargetInLOS = true; } } // Replicate the trigger state into the move so that // triggers can be controlled from scripts. for( int i = 0; i < MaxTriggerKeys; i++ ) movePtr->trigger[i] = getImageTriggerState(i); mLastLocation = location; return true; }
/** * This method calculates the moves for the AI player * * @param movePtr Pointer to move the move list into */ bool AIPlayer::getAIMove(Move *movePtr) { *movePtr = NullMove; // Use the eye as the current position. MatrixF eye; getEyeTransform(&eye); Point3F location = eye.getPosition(); Point3F rotation = getRotation(); #ifdef TORQUE_NAVIGATION_ENABLED if(mDamageState == Enabled) { if(mMoveState != ModeStop) updateNavMesh(); if(!mFollowData.object.isNull()) { if(mPathData.path.isNull()) { if((getPosition() - mFollowData.object->getPosition()).len() > mFollowData.radius) followObject(mFollowData.object, mFollowData.radius); } else { if((mPathData.path->mTo - mFollowData.object->getPosition()).len() > mFollowData.radius) repath(); else if((getPosition() - mFollowData.object->getPosition()).len() < mFollowData.radius) { clearPath(); mMoveState = ModeStop; throwCallback("onTargetInRange"); } else if((getPosition() - mFollowData.object->getPosition()).len() < mAttackRadius) { throwCallback("onTargetInFiringRange"); } } } } #endif // TORQUE_NAVIGATION_ENABLED // Orient towards the aim point, aim object, or towards // our destination. if (mAimObject || mAimLocationSet || mMoveState != ModeStop) { // Update the aim position if we're aiming for an object if (mAimObject) mAimLocation = mAimObject->getPosition() + mAimOffset; else if (!mAimLocationSet) mAimLocation = mMoveDestination; F32 xDiff = mAimLocation.x - location.x; F32 yDiff = mAimLocation.y - location.y; if (!mIsZero(xDiff) || !mIsZero(yDiff)) { // First do Yaw // use the cur yaw between -Pi and Pi F32 curYaw = rotation.z; while (curYaw > M_2PI_F) curYaw -= M_2PI_F; while (curYaw < -M_2PI_F) curYaw += M_2PI_F; // find the yaw offset F32 newYaw = mAtan2( xDiff, yDiff ); F32 yawDiff = newYaw - curYaw; // make it between 0 and 2PI if( yawDiff < 0.0f ) yawDiff += M_2PI_F; else if( yawDiff >= M_2PI_F ) yawDiff -= M_2PI_F; // now make sure we take the short way around the circle if( yawDiff > M_PI_F ) yawDiff -= M_2PI_F; else if( yawDiff < -M_PI_F ) yawDiff += M_2PI_F; movePtr->yaw = yawDiff; // Next do pitch. if (!mAimObject && !mAimLocationSet) { // Level out if were just looking at our next way point. Point3F headRotation = getHeadRotation(); movePtr->pitch = -headRotation.x; } else { // This should be adjusted to run from the // eye point to the object's center position. Though this // works well enough for now. F32 vertDist = mAimLocation.z - location.z; F32 horzDist = mSqrt(xDiff * xDiff + yDiff * yDiff); F32 newPitch = mAtan2( horzDist, vertDist ) - ( M_PI_F / 2.0f ); if (mFabs(newPitch) > 0.01f) { Point3F headRotation = getHeadRotation(); movePtr->pitch = newPitch - headRotation.x; } } } } else { // Level out if we're not doing anything else Point3F headRotation = getHeadRotation(); movePtr->pitch = -headRotation.x; } // Move towards the destination if (mMoveState != ModeStop) { F32 xDiff = mMoveDestination.x - location.x; F32 yDiff = mMoveDestination.y - location.y; // Check if we should mMove, or if we are 'close enough' if (mFabs(xDiff) < mMoveTolerance && mFabs(yDiff) < mMoveTolerance) { mMoveState = ModeStop; onReachDestination(); } else { // Build move direction in world space if (mIsZero(xDiff)) movePtr->y = (location.y > mMoveDestination.y) ? -1.0f : 1.0f; else if (mIsZero(yDiff)) movePtr->x = (location.x > mMoveDestination.x) ? -1.0f : 1.0f; else if (mFabs(xDiff) > mFabs(yDiff)) { F32 value = mFabs(yDiff / xDiff); movePtr->y = (location.y > mMoveDestination.y) ? -value : value; movePtr->x = (location.x > mMoveDestination.x) ? -1.0f : 1.0f; } else { F32 value = mFabs(xDiff / yDiff); movePtr->x = (location.x > mMoveDestination.x) ? -value : value; movePtr->y = (location.y > mMoveDestination.y) ? -1.0f : 1.0f; } // Rotate the move into object space (this really only needs // a 2D matrix) Point3F newMove; MatrixF moveMatrix; moveMatrix.set(EulerF(0.0f, 0.0f, -(rotation.z + movePtr->yaw))); moveMatrix.mulV( Point3F( movePtr->x, movePtr->y, 0.0f ), &newMove ); movePtr->x = newMove.x; movePtr->y = newMove.y; // Set movement speed. We'll slow down once we get close // to try and stop on the spot... if (mMoveSlowdown) { F32 speed = mMoveSpeed; F32 dist = mSqrt(xDiff*xDiff + yDiff*yDiff); F32 maxDist = mMoveTolerance*2; if (dist < maxDist) speed *= dist / maxDist; movePtr->x *= speed; movePtr->y *= speed; mMoveState = ModeSlowing; } else { movePtr->x *= mMoveSpeed; movePtr->y *= mMoveSpeed; mMoveState = ModeMove; } if (mMoveStuckTestCountdown > 0) --mMoveStuckTestCountdown; else { // We should check to see if we are stuck... F32 locationDelta = (location - mLastLocation).len(); if (locationDelta < mMoveStuckTolerance && mDamageState == Enabled) { // If we are slowing down, then it's likely that our location delta will be less than // our move stuck tolerance. Because we can be both slowing and stuck // we should TRY to check if we've moved. This could use better detection. if ( mMoveState != ModeSlowing || locationDelta == 0 ) { mMoveState = ModeStuck; onStuck(); } } } } } // Test for target location in sight if it's an object. The LOS is // run from the eye position to the center of the object's bounding, // which is not very accurate. if (mAimObject) { if (checkInLos(mAimObject.getPointer())) { if (!mTargetInLOS) { throwCallback( "onTargetEnterLOS" ); mTargetInLOS = true; } } else if (mTargetInLOS) { throwCallback( "onTargetExitLOS" ); mTargetInLOS = false; } } Pose desiredPose = mPose; if ( mSwimming ) desiredPose = SwimPose; else if ( mAiPose == 1 && canCrouch() ) desiredPose = CrouchPose; else if ( mAiPose == 2 && canProne() ) desiredPose = PronePose; else if ( mAiPose == 3 && canSprint() ) desiredPose = SprintPose; else if ( canStand() ) desiredPose = StandPose; setPose( desiredPose ); // Replicate the trigger state into the move so that // triggers can be controlled from scripts. for( U32 i = 0; i < MaxTriggerKeys; i++ ) movePtr->trigger[ i ] = getImageTriggerState( i ); #ifdef TORQUE_NAVIGATION_ENABLED if(mJump == Now) { movePtr->trigger[2] = true; mJump = None; } else if(mJump == Ledge) { // If we're not touching the ground, jump! RayInfo info; if(!getContainer()->castRay(getPosition(), getPosition() - Point3F(0, 0, 0.4f), StaticShapeObjectType, &info)) { movePtr->trigger[2] = true; mJump = None; } } #endif // TORQUE_NAVIGATION_ENABLED mLastLocation = location; return true; }
void Turret::shoot (bool playerControlled, Player* targetPlayer) { if (data && data->isSustained == false) { if (data && data->projectile.type == -1) { if (!isGhost()) if (const char* script = scriptName("onFire")) Console->executef(2, script, scriptThis()); } else { float energy = getEnergy(); if (waitTime <= manager->getCurrentTime() && data && energy >= data->minGunEnergy && data->projectile.type != -1) { TMat3F muzzleTransform; getMuzzleTransform(0, &muzzleTransform); Projectile* bullet = createProjectile(data->projectile); if (!playerControlled && data->deflection) { static Random random; EulerF angles; muzzleTransform.angles (&angles); angles.x += (random.getFloat() - 0.5) * M_2PI * data->deflection; angles.z += (random.getFloat() - 0.5) * M_2PI * data->deflection; muzzleTransform.set (angles, muzzleTransform.p); } else if (playerControlled) { Point3F start = muzzleTransform.p; muzzleTransform = getEyeTransform (); aimedTransform (&muzzleTransform, start); muzzleTransform.p = start; } bullet->initProjectile (muzzleTransform, Point3F (0, 0, 0), getId()); if (bullet->isTargetable() == true) { if (targetPlayer != NULL) { if (GameBase* mo = targetPlayer->getMountObject()) bullet->setTarget(static_cast<ShapeBase*>(mo)); else bullet->setTarget(targetPlayer); } else if (playerControlled) { ShapeBase* pClosest = NULL; Point3F closeHisPos; float closestVal = -2.0f; SimSet::iterator itr; Point3F lookDir; getEyeTransform().getRow(1, &lookDir); lookDir.normalize(); SimContainerQuery collisionQuery; SimCollisionInfo info; collisionQuery.id = getId(); collisionQuery.type = -1; collisionQuery.mask = Projectile::csm_collisionMask; collisionQuery.detail = SimContainerQuery::DefaultDetail; collisionQuery.box.fMin = getEyeTransform().p; SimContainer* pRoot = (SimContainer*)manager->findObject(SimRootContainerId); SimSet* pSet = dynamic_cast<SimSet*>(manager->findObject(PlayerSetId)); AssertFatal(pSet != NULL, "No player set?"); for (itr = pSet->begin(); itr != pSet->end(); itr++) { Player* pPlayer = dynamic_cast<Player*>(*itr); if (!pPlayer || pPlayer->getVisibleToTeam(getTeam()) == false) continue; collisionQuery.box.fMax = pPlayer->getBoxCenter(); if (pRoot->findLOS(collisionQuery, &info, SimCollisionImageQuery::High) == true) { if (info.object != (SimObject*)pPlayer) continue; } Point3F hisPos = pPlayer->getBoxCenter(); hisPos -= getLinearPosition(); hisPos.normalize(); float prod = m_dot(hisPos, lookDir); if (prod > 0.0f && prod > closestVal) { closestVal = prod; pClosest = pPlayer; closeHisPos = hisPos; } } pSet = dynamic_cast<SimSet*>(manager->findObject(MoveableSetId)); AssertFatal(pSet != NULL, "No moveable set?"); for (itr = pSet->begin(); itr != pSet->end(); itr++) { if (((*itr)->getType() & VehicleObjectType) == 0) continue; ShapeBase* pObject = dynamic_cast<ShapeBase*>(*itr); if (pObject->getVisibleToTeam(getTeam()) == false) continue; collisionQuery.box.fMax = pObject->getBoxCenter(); if (pRoot->findLOS(collisionQuery, &info, SimCollisionImageQuery::High) == true) { if (info.object != (SimObject*)pObject) continue; } Point3F hisPos = pObject->getBoxCenter(); hisPos -= getLinearPosition(); hisPos.normalize(); float prod = m_dot(hisPos, lookDir); if (prod > 0.0f && prod > closestVal) { closestVal = prod; closeHisPos = hisPos; pClosest = pObject; } } // We need to find the current FOV, and take the percentage of // it specified in the .dat file for this turret. Only if the // do product is greater than this, do we allow the target to // be set... // float myFov = (fov / 2.0) * data->targetableFovRatio; float compCos = cos(myFov); if (compCos > 0.996f) // hack for single precision math. It's very compCos = 0.996; // hard to get more precise answers from the dot prod. if (pClosest != NULL && closestVal > compCos) bullet->setTarget(pClosest); } } if (data->maxGunEnergy) { float e; e = energy > data->maxGunEnergy ? data->maxGunEnergy : energy; float pofm = e / float(data->maxGunEnergy); bullet->setEnergy (e, pofm); energy -= e; setEnergy (energy); } SimGroup *grp = NULL; if(SimObject *obj = manager->findObject("MissionCleanup")) grp = dynamic_cast<SimGroup*>(obj); if(!manager->registerObject(bullet)) delete bullet; else { if(grp) grp->addObject(bullet); else manager->addObject(bullet); } waitTime = manager->getCurrentTime() + data->reloadDelay; if (animThread) { setFireThread (); animThread->SetPosition (0.0); } fireCount++; setMaskBits (ShootingMask); } } } else { if (data && data->projectile.type == -1) { if (!isGhost()) if (const char* script = scriptName("onFire")) Console->executef(2, script, scriptThis()); } else { float energy = getEnergy(); if (waitTime <= manager->getCurrentTime() && data && energy >= data->minGunEnergy && data->projectile.type != -1) { TMat3F muzzleTransform; getMuzzleTransform(0, &muzzleTransform); Projectile* bullet = createProjectile(data->projectile); if (!playerControlled && data->deflection) { static Random random; EulerF angles; muzzleTransform.angles (&angles); angles.x += (random.getFloat() - 0.5) * M_2PI * data->deflection; angles.z += (random.getFloat() - 0.5) * M_2PI * data->deflection; muzzleTransform.set (angles, muzzleTransform.p); } else if (playerControlled) { Point3F start = muzzleTransform.p; muzzleTransform = getEyeTransform (); aimedTransform (&muzzleTransform, start); muzzleTransform.p = start; } bullet->initProjectile (muzzleTransform, Point3F (0, 0, 0), getId()); AssertFatal(bullet->isSustained() == true, "Error, must be sustained bullet"); SimGroup *grp = NULL; if(SimObject *obj = manager->findObject("MissionCleanup")) grp = dynamic_cast<SimGroup*>(obj); if(!manager->registerObject(bullet)) delete bullet; else { if(grp) grp->addObject(bullet); else manager->addObject(bullet); } if (animThread) { setFireThread (); animThread->SetPosition (0.0); } fireCount++; setMaskBits (ShootingMask); m_fireState = Firing; m_beganState = wg->currentTime; m_pProjectile = bullet; m_pTarget = targetPlayer; if (m_pTarget) deleteNotify(m_pTarget); } } } }
void Turret::serverProcessFiring(DWORD in_currTime) { if (!getControlClient() && getState () == StaticBase::Enabled && isActive()) { AssertFatal(m_pProjectile != NULL, "Must have projectile"); if (m_pTarget == NULL) { // Lost our target, or player mount just ended... unshoot(); return; } if (in_currTime >= m_beganState + data->firingTime) { // If the firing time runs out, we switch to reloading... unshoot(); return; } float useRange = data->gunRange == -1 ? data->iRange : data->gunRange; float minDist = useRange; if (isTargetable(m_pTarget, &minDist, useRange) == false) { unshoot(); return; } // Guess we're still good, track the player... float interval = 0.032; Vector3F rot = getAngulerPosition(); int aimed = 0; float old_rot = turretRotation; float increment = data->speed * interval; float des_z; Point3F playerPos; float dist = m_distf (getBoxCenter(), m_pTarget->getLeadCenter()); leadPosition (m_pTarget->getLeadCenter(), m_pTarget->getLeadVelocity(), dist, &playerPos); TMat3F invMat; getNodeOffset (&invMat, "dummy muzzle", gunNode); invMat.inverse(); m_mul (Point3F (playerPos.x, playerPos.y, playerPos.z), invMat, &playerPos); des_z = rotation (-playerPos.x, -playerPos.y); while (des_z < 0) des_z += (float)M_2PI; while (des_z > M_2PI) des_z -= (float)M_2PI; float diff = des_z - turretRotation; if (diff > M_PI || diff < -M_PI) increment = -increment; if (diff < increment && diff > -increment) { turretRotation = des_z; aimed += 1; } else if (diff < 0) turretRotation -= increment; else turretRotation += increment; wrapRotation (); if (turretRotation != old_rot) setMaskBits (TRotationMask); float old_elevation = turretElevation; float des_y; increment = data->speed * interval; des_y = elevation (playerPos.x, playerPos.y, playerPos.z); diff = des_y - turretElevation; if (diff > M_PI || diff < -M_PI) increment = -increment; if (diff < increment && diff > -increment) { turretElevation = des_y; aimed += 1; } else if (diff < 0) turretElevation -= increment; else turretElevation += increment; wrapElevation (); if (old_elevation != turretElevation) setMaskBits (ElevationMask); } if (m_pProjectile) m_pProjectile->updateImageTransform(getEyeTransform()); }
const TMat3F& Player::getLOSTransform() { static TMat3F mat; mat = getEyeTransform (); return mat; }