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General Programming Help others and get yourself helped here!
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Summoner
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Posts: 1,499
Join Date: Feb 2004
Location: Mist Village
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Re: Looking to trace out at 45 degrees off the players center... -
20-06-2004
HL is based on Quake1, and RTCW is based on Quake3 so that's why they are similar and Quake1, Quake2, Quake3, RTCW are all in C instead of C++.
"because our MAKE_VECTORS is actually a macro that calls AngleVectors()..."
it doesn't call AngleVectors() but g_engfuncs.pfnMakeVectors() although they are actually the same thing
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Member
Status: Offline
Posts: 534
Join Date: Jan 2004
Location: Pittsburgh, PA, USA
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Re: Looking to trace out at 45 degrees off the players center... -
20-06-2004
Pierre haven't you looked at Quake code yet? Please note that HL is based off Quake I and not Quake II. Also, make sure it is the QuakeWorld server code (unless you want client stuff).
In Quake I's mathlib.h:
Code:
/*
Copyright (C) 1996-1997 Id Software, Inc.
This program is free software; you can redistribute it and/or
modify it under the terms of the GNU General Public License
as published by the Free Software Foundation; either version 2
of the License, or (at your option) any later version.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
See the GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with this program; if not, write to the Free Software
Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
*/
// mathlib.h
typedef float vec_t;
typedef vec_t vec3_t[3];
typedef vec_t vec5_t[5];
typedef int fixed4_t;
typedef int fixed8_t;
typedef int fixed16_t;
#ifndef M_PI
#define M_PI 3.14159265358979323846 // matches value in gcc v2 math.h
#endif
struct mplane_s;
extern vec3_t vec3_origin;
extern int nanmask;
#define IS_NAN(x) (((*(int *)&x)&nanmask)==nanmask)
#define DotProduct(x,y) (x[0]*y[0]+x[1]*y[1]+x[2]*y[2])
#define VectorSubtract(a,b,c) {c[0]=a[0]-b[0];c[1]=a[1]-b[1];c[2]=a[2]-b[2];}
#define VectorAdd(a,b,c) {c[0]=a[0]+b[0];c[1]=a[1]+b[1];c[2]=a[2]+b[2];}
#define VectorCopy(a,b) {b[0]=a[0];b[1]=a[1];b[2]=a[2];}
void VectorMA (vec3_t veca, float scale, vec3_t vecb, vec3_t vecc);
vec_t _DotProduct (vec3_t v1, vec3_t v2);
void _VectorSubtract (vec3_t veca, vec3_t vecb, vec3_t out);
void _VectorAdd (vec3_t veca, vec3_t vecb, vec3_t out);
void _VectorCopy (vec3_t in, vec3_t out);
int VectorCompare (vec3_t v1, vec3_t v2);
vec_t Length (vec3_t v);
void CrossProduct (vec3_t v1, vec3_t v2, vec3_t cross);
float VectorNormalize (vec3_t v); // returns vector length
void VectorInverse (vec3_t v);
void VectorScale (vec3_t in, vec_t scale, vec3_t out);
int Q_log2(int val);
void R_ConcatRotations (float in1[3][3], float in2[3][3], float out[3][3]);
void R_ConcatTransforms (float in1[3][4], float in2[3][4], float out[3][4]);
void FloorDivMod (double numer, double denom, int *quotient,
int *rem);
fixed16_t Invert24To16(fixed16_t val);
fixed16_t Mul16_30(fixed16_t multiplier, fixed16_t multiplicand);
int GreatestCommonDivisor (int i1, int i2);
void AngleVectors (vec3_t angles, vec3_t forward, vec3_t right, vec3_t up);
int BoxOnPlaneSide (vec3_t emins, vec3_t emaxs, struct mplane_s *plane);
float anglemod(float a);
void RotatePointAroundVector( vec3_t dst, const vec3_t dir, const vec3_t point, float degrees );
#define BOX_ON_PLANE_SIDE(emins, emaxs, p) \
(((p)->type < 3)? \
( \
((p)->dist <= (emins)[(p)->type])? \
1 \
: \
( \
((p)->dist >= (emaxs)[(p)->type])?\
2 \
: \
3 \
) \
) \
: \
BoxOnPlaneSide( (emins), (emaxs), (p)))
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Member
Status: Offline
Posts: 534
Join Date: Jan 2004
Location: Pittsburgh, PA, USA
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Re: Looking to trace out at 45 degrees off the players center... -
20-06-2004
Make sure that you can change that angle!!!
When your bots zoom in with a rifle, it WILL change their FOV. If you don't the bots will be able to see anything as if they were not zoomed in.
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Summoner
Status: Offline
Posts: 1,499
Join Date: Feb 2004
Location: Mist Village
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Re: Looking to trace out at 45 degrees off the players center... -
20-06-2004
well, here's some more implementions of HL engine functions. Some of them are "crazily" optimized
I also inlined all of them to make them faster
Code:
inline float UTIL_AngleMod(float a)
{
// this function adds or substracts 360 enough times needed to the given angle in
// order to set it into the range [0, 360) and returns the resulting angle. Letting
// the engine have a hand on angles that are outside these bounds may cause the
// game to freeze by screwing up the engine math code.
return (360.0 / 65536) * ((int)(a * (65536.0 / 360.0)) & 65535);
}
inline float AngleNormalize(float angle)
{
// this function adds or substracts 360 enough times needed to the given angle in
// order to set it into the range [-180, 180) and returns the resulting angle. Letting
// the engine have a hand on angles that are outside these bounds may cause the game
// to freeze by screwing up the engine math code.
return (360.0 / 65536) * ((int)((angle + 180) * (65536.0 / 360.0)) & 65535) - 180;
}
inline void ClampAngles(Vector &vecAngles)
{
vecAngles.x = AngleNormalize(vecAngles.x);
vecAngles.y = AngleNormalize(vecAngles.y);
vecAngles.z = 0;
}
void
#ifndef __BORLANDC__
inline
#endif
SinCos( float rad, float *flSin, float *flCos )
{
#ifdef __linux__
register double __cosr, __sinr;
__asm __volatile__ ("fsincos" : "=t" (__cosr), "=u" (__sinr) : "0" (rad));
*flSin = __sinr;
*flCos = __cosr;
#else
#if !defined(__BORLANDC__) && !defined(_MSC_VER)
*flSin = sinf(rad);
*flCos = cosf(rad);
#else
__asm
{
fld DWORD PTR[rad]
fsincos
mov edx, DWORD PTR[flCos]
mov eax, DWORD PTR[flSin]
fstp DWORD PTR[edx]
fstp DWORD PTR[eax]
}
#endif
#endif
}
inline float UTIL_AngleDiff( float destAngle, float srcAngle )
{
return AngleNormalize(destAngle - srcAngle);
}
inline float UTIL_VecToYaw( const Vector &vec )
{
// the purpose of this function is to convert a spatial location determined by the vector
// passed in into an absolute Y angle (yaw) from the origin of the world.
if (vec.x == 0 && vec.y == 0)
return 0;
else
return atan2(vec.y, vec.x) * (180 / M_PI);
}
inline Vector UTIL_VecToAngles( const Vector &vec )
{
// the purpose of this function is to convert a spatial location determined by the vector
// passed in into absolute angles from the origin of the world.
float yaw, pitch;
if (vec.x == 0 && vec.y == 0)
{
yaw = 0;
pitch = (vec.z > 0) ? 90 : 270;
}
else
{
yaw = atan2(vec.y, vec.x) * (180 / M_PI);
pitch = atan2(vec.z, vec.Length2D()) * (180 / M_PI);
}
return Vector(pitch, yaw, 0);
}
inline void UTIL_MakeVectors( const Vector &vecAngles )
{
float sp = 0, cp = 0, sy = 0, cy = 0, sr = 0, cr = 0;
float angle = vecAngles.x * (M_PI / 180);
SinCos(angle, &sp, &cp);
angle = vecAngles.y * (M_PI / 180);
SinCos(angle, &sy, &cy);
angle = vecAngles.z * (M_PI / 180);
SinCos(angle, &sr, &cr);
gpGlobals->v_forward.x = cp * cy;
gpGlobals->v_forward.y = cp * sy;
gpGlobals->v_forward.z = -sp;
gpGlobals->v_right.x = -sr * sp * cy + cr * sy;
gpGlobals->v_right.y = -sr * sp * sy - cr * cy;
gpGlobals->v_right.z = -sr * cp;
gpGlobals->v_up.x = cr * sp * cy + sr * sy;
gpGlobals->v_up.y = cr * sp * sy - sr * cy;
gpGlobals->v_up.z = cr * cp;
}
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Member
Status: Offline
Posts: 534
Join Date: Jan 2004
Location: Pittsburgh, PA, USA
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Re: Looking to trace out at 45 degrees off the players center... -
20-06-2004
Hey look Quake I's mathlib.h is extremely similar to Half-life's mathlib.h.
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Roi de France
Status: Offline
Posts: 5,049
Join Date: Nov 2003
Location: 46°43'60N 0°43'0W 0.187A
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Re: Looking to trace out at 45 degrees off the players center... -
20-06-2004
@Whistler: somehow these comments remind me of something, but I cant remember what ? I can swear I've seen them earlier......
the style looks like the comments I was making in the first RACC preview.....
RACC home - Bots-United: beer, babies & bots (especially the latter)
"Learn to think by yourself, else others will do it for you."
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Summoner
Status: Offline
Posts: 1,499
Join Date: Feb 2004
Location: Mist Village
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Re: Looking to trace out at 45 degrees off the players center... -
21-06-2004
Yes, that is your comments. Besides, I have changed "-180/+180" to "[-180, 180)".
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