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C++ AngleMod函数代码示例

原作者: [db:作者] 来自: [db:来源] 收藏 邀请

本文整理汇总了C++中AngleMod函数的典型用法代码示例。如果您正苦于以下问题:C++ AngleMod函数的具体用法?C++ AngleMod怎么用?C++ AngleMod使用的例子?那么恭喜您, 这里精选的函数代码示例或许可以为您提供帮助。



在下文中一共展示了AngleMod函数的20个代码示例,这些例子默认根据受欢迎程度排序。您可以为喜欢或者感觉有用的代码点赞,您的评价将有助于我们的系统推荐出更棒的C++代码示例。

示例1: BotUpdateInput

/*
==============
BotUpdateInput
==============
*/
void BotUpdateInput(bot_state_t *bs, int time, int elapsed_time)
{
    bot_input_t bi;
    int j;

    //add the delta angles to the bot's current view angles
    for (j = 0; j < 3; j++)
    {
        bs->viewangles[j] = AngleMod(bs->viewangles[j] + SHORT2ANGLE(bs->cur_ps.delta_angles[j]));
    }
    //change the bot view angles
    BotChangeViewAngles(bs, (float) elapsed_time / 1000);
    //retrieve the bot input
    botlib_export->ea.EA_GetInput(bs->client, (float) time / 1000, &bi);
    //respawn hack
    if (bi.actionflags & ACTION_RESPAWN)
    {
        if (bs->lastucmd.buttons & BUTTON_ATTACK) bi.actionflags &= ~(ACTION_RESPAWN|ACTION_ATTACK);
    }
    //convert the bot input to a usercmd
    BotInputToUserCommand(&bi, &bs->lastucmd, bs->cur_ps.delta_angles, time);
    //subtract the delta angles
    for (j = 0; j < 3; j++)
    {
        bs->viewangles[j] = AngleMod(bs->viewangles[j] - SHORT2ANGLE(bs->cur_ps.delta_angles[j]));
    }
}
开发者ID:zturtleman,项目名称:recoil,代码行数:32,代码来源:ai_main.c


示例2: BotChangeViewAngle

/*
==============
BotChangeViewAngle
==============
*/
float BotChangeViewAngle( float angle, float ideal_angle, float speed ) {
	float move;

	angle = AngleMod( angle );
	ideal_angle = AngleMod( ideal_angle );
	if ( angle == ideal_angle ) {
		return angle;
	}
	move = ideal_angle - angle;
	if ( ideal_angle > angle ) {
		if ( move > 180.0 ) {
			move -= 360.0;
		}
	} else {
		if ( move < -180.0 ) {
			move += 360.0;
		}
	}
	if ( move > 0 ) {
		if ( move > speed ) {
			move = speed;
		}
	} else {
		if ( move < -speed ) {
			move = -speed;
		}
	}
	return AngleMod( angle + move );
}
开发者ID:MAN-AT-ARMS,项目名称:iortcw-archive,代码行数:34,代码来源:ai_main.c


示例3: BotUpdateInput

/*
==============
BotUpdateInput
==============
*/
void BotUpdateInput( bot_state_t *bs, int time ) {
	bot_input_t bi;
	int j;

	//add the delta angles to the bot's current view angles
	for ( j = 0; j < 3; j++ ) {
		bs->viewangles[j] = AngleMod( bs->viewangles[j] + SHORT2ANGLE( bs->cur_ps.delta_angles[j] ) );
	}
	//
	BotChangeViewAngles( bs, (float) time / 1000 );
	trap_EA_GetInput( bs->client, (float) time / 1000, &bi );
	//respawn hack
	if ( bi.actionflags & ACTION_RESPAWN ) {
		if ( bs->lastucmd.buttons & BUTTON_ATTACK ) {
			bi.actionflags &= ~( ACTION_RESPAWN | ACTION_ATTACK );
		}
	}
	//
	BotInputToUserCommand( &bi, &bs->lastucmd, bs->cur_ps.delta_angles, time );
	bs->lastucmd.serverTime = time;
	//subtract the delta angles
	for ( j = 0; j < 3; j++ ) {
		bs->viewangles[j] = AngleMod( bs->viewangles[j] - SHORT2ANGLE( bs->cur_ps.delta_angles[j] ) );
	}
}
开发者ID:MAN-AT-ARMS,项目名称:iortcw-archive,代码行数:30,代码来源:ai_main.c


示例4: AICast_InFieldOfVision

/*
==============
AICast_InFieldOfVision
==============
*/
qboolean AICast_InFieldOfVision( vec3_t viewangles, float fov, vec3_t angles ) {
	int i;
	float diff, angle;

	for ( i = 0; i < 2; i++ )
	{
		angle = AngleMod( viewangles[i] );
		angles[i] = AngleMod( angles[i] );
		diff = angles[i] - angle;
		if ( angles[i] > angle ) {
			if ( diff > 180.0 ) {
				diff -= 360.0;
			}
		} else
		{
			if ( diff < -180.0 ) {
				diff += 360.0;
			}
		}
		if ( diff > 0 ) {
			if ( diff > fov * 0.5 ) {
				return qfalse;
			}
		} else
		{
			if ( diff < -fov * 0.5 ) {
				return qfalse;
			}
		}
	}
	return qtrue;
}
开发者ID:JackalFrost,项目名称:RTCW-WSGF,代码行数:37,代码来源:ai_cast_sight.c


示例5: BotChangeViewAngles

/*
==============
BotChangeViewAngles
==============
*/
void BotChangeViewAngles(bot_state_t *bs, float thinktime)
{
    float diff, factor, maxchange, anglespeed, disired_speed;
    int i;

    if (bs->ideal_viewangles[PITCH] > 180) bs->ideal_viewangles[PITCH] -= 360;
    //
    if (bs->enemy >= 0)
    {
        factor = botlib_export->ai.Characteristic_BFloat(bs->character, CHARACTERISTIC_VIEW_FACTOR, 0.01f, 1);
        maxchange = botlib_export->ai.Characteristic_BFloat(bs->character, CHARACTERISTIC_VIEW_MAXCHANGE, 1, 1800);
    }
    else
    {
        factor = 0.05f;
        maxchange = 360;
    }
    if (maxchange < 240) maxchange = 240;
    maxchange *= thinktime;
    for (i = 0; i < 2; i++)
    {
        //
        if (bot_challenge->integer)
        {
            //smooth slowdown view model
            diff = fabs(AngleDifference(bs->viewangles[i], bs->ideal_viewangles[i]));
            anglespeed = diff * factor;
            if (anglespeed > maxchange) anglespeed = maxchange;
            bs->viewangles[i] = BotChangeViewAngle(bs->viewangles[i],
                                                   bs->ideal_viewangles[i], anglespeed);
        }
        else
        {
            //over reaction view model
            bs->viewangles[i] = AngleMod(bs->viewangles[i]);
            bs->ideal_viewangles[i] = AngleMod(bs->ideal_viewangles[i]);
            diff = AngleDifference(bs->viewangles[i], bs->ideal_viewangles[i]);
            disired_speed = diff * factor;
            bs->viewanglespeed[i] += (bs->viewanglespeed[i] - disired_speed);
            if (bs->viewanglespeed[i] > 180) bs->viewanglespeed[i] = maxchange;
            if (bs->viewanglespeed[i] < -180) bs->viewanglespeed[i] = -maxchange;
            anglespeed = bs->viewanglespeed[i];
            if (anglespeed > maxchange) anglespeed = maxchange;
            if (anglespeed < -maxchange) anglespeed = -maxchange;
            bs->viewangles[i] += anglespeed;
            bs->viewangles[i] = AngleMod(bs->viewangles[i]);
            //demping
            bs->viewanglespeed[i] *= 0.45 * (1 - factor);
        }
        //BotAI_Print(PRT_MESSAGE, "ideal_angles %f %f\n", bs->ideal_viewangles[0], bs->ideal_viewangles[1], bs->ideal_viewangles[2]);`
        //bs->viewangles[i] = bs->ideal_viewangles[i];
    }
    //bs->viewangles[PITCH] = 0;
    if (bs->viewangles[PITCH] > 180) bs->viewangles[PITCH] -= 360;
    //elementary action: view
    botlib_export->ea.EA_View(bs->client, bs->viewangles);
}
开发者ID:zturtleman,项目名称:recoil,代码行数:62,代码来源:ai_main.c


示例6: UI_SwingAngles

/*
==================
UI_SwingAngles
==================
*/
static void UI_SwingAngles( float destination, float swingTolerance, float clampTolerance,
                            float speed, float *angle, qbool *swinging ) {
    float	swing;
    float	move;
    float	scale;

    if ( !*swinging ) {
        // see if a swing should be started
        swing = AngleSubtract( *angle, destination );
        if ( swing > swingTolerance || swing < -swingTolerance ) {
            *swinging = qtrue;
        }
    }

    if ( !*swinging ) {
        return;
    }

    // modify the speed depending on the delta
    // so it doesn't seem so linear
    swing = AngleSubtract( destination, *angle );
    scale = fabs( swing );
    if ( scale < swingTolerance * 0.5 ) {
        scale = 0.5;
    } else if ( scale < swingTolerance ) {
        scale = 1.0;
    } else {
        scale = 2.0;
    }

    // swing towards the destination angle
    if ( swing >= 0 ) {
        move = uiInfo.uiDC.frameTime * scale * speed;
        if ( move >= swing ) {
            move = swing;
            *swinging = qfalse;
        }
        *angle = AngleMod( *angle + move );
    } else if ( swing < 0 ) {
        move = uiInfo.uiDC.frameTime * scale * -speed;
        if ( move <= swing ) {
            move = swing;
            *swinging = qfalse;
        }
        *angle = AngleMod( *angle + move );
    }

    // clamp to no more than tolerance
    swing = AngleSubtract( destination, *angle );
    if ( swing > clampTolerance ) {
        *angle = AngleMod( destination - (clampTolerance - 1) );
    } else if ( swing < -clampTolerance ) {
        *angle = AngleMod( destination + (clampTolerance - 1) );
    }
}
开发者ID:LuckyBro,项目名称:sgfork,代码行数:60,代码来源:ui_players.c


示例7: ME_RotateSelection

void ME_RotateSelection( int delta )
{
	IGME_vehicle_t* veh;
	sbox3_t			box;
	bool		boxinit = false;
	vec3_t			mins = { -1, -1, -1 },
					maxs = { 1, 1, 1 };
	vec3_t			center;
	vec3_t			dir, angles;
	int				i;
	float			dist;

	for( i = 0; i < IGME_MAX_VEHICLES; ++i ) {
		veh = &cgs.IGME.vehicles[i];
		if( !veh->selected ) continue;
		if( !boxinit ) {
			VectorAdd( veh->origin, mins, box.mins );
			VectorAdd( veh->origin, maxs, box.maxs );
			boxinit = true;
		} else {
			AddToBox( &box, veh->origin );		
		}
	}	
	BoxCenter( &box, &center );	

	for( i = 0; i < IGME_MAX_VEHICLES; ++i ) {
		veh = &cgs.IGME.vehicles[i];
		if( !veh->selected ) continue;
		// get direction vector and dist
		VectorSubtract( veh->origin, center, dir );
		dist = VectorNormalize(dir);
		vectoangles( dir, angles );
		// rotate
		veh->angles[1] += delta;
		AngleMod( veh->angles[1] );
		angles[1] += delta;
		AngleMod( angles[1] );
		// move object
		AngleVectors(angles, dir, 0, 0);
		VectorScale(dir, dist, dir);
		VectorAdd(center, dir, veh->origin);
	}

//			if( rotate ) {
//				veh->angles[1] -= x;
//				AngleMod( veh->angles[1] );
//			}

}
开发者ID:MilitaryForces,项目名称:MilitaryForces,代码行数:49,代码来源:cg_missioneditor.c


示例8: UI_MachinegunSpinAngle

/*
======================
UI_MachinegunSpinAngle
======================
*/
float	UI_MachinegunSpinAngle( playerInfo_t *pi ) {
    int		delta;
    float	angle;
    float	speed;
    int		torsoAnim;

    delta = dp_realtime - pi->barrelTime;
    if ( pi->barrelSpinning ) {
        angle = pi->barrelAngle + delta * SPIN_SPEED;
    } else {
        if ( delta > COAST_TIME ) {
            delta = COAST_TIME;
        }

        speed = 0.5 * ( SPIN_SPEED + (float)( COAST_TIME - delta ) / COAST_TIME );
        angle = pi->barrelAngle + delta * speed;
    }

    torsoAnim = pi->torsoAnim  & ~ANIM_TOGGLEBIT;
    if( torsoAnim == TORSO_RIFLE_ATTACK ) {
        torsoAnim = TORSO_PISTOL_ATTACK;
    }
    if ( pi->barrelSpinning == !(torsoAnim == TORSO_PISTOL_ATTACK) ) {
        pi->barrelTime = dp_realtime;
        pi->barrelAngle = AngleMod( angle );
        pi->barrelSpinning = !!(torsoAnim == TORSO_PISTOL_ATTACK);
    }

    return angle;
}
开发者ID:LuckyBro,项目名称:sgfork,代码行数:35,代码来源:ui_players.c


示例9: CG_MachinegunSpinAngle

static float CG_MachinegunSpinAngle( centity_t *cent, qboolean firing )
{
  int   delta;
  float angle;
  float speed;

  delta = cg.time - cent->pe.barrelTime;
  if( cent->pe.barrelSpinning )
    angle = cent->pe.barrelAngle + delta * SPIN_SPEED;
  else
  {
    if( delta > COAST_TIME )
      delta = COAST_TIME;

    speed = 0.5 * ( SPIN_SPEED + (float)( COAST_TIME - delta ) / COAST_TIME );
    angle = cent->pe.barrelAngle + delta * speed;
  }

  if( cent->pe.barrelSpinning == !firing )
  {
    cent->pe.barrelTime = cg.time;
    cent->pe.barrelAngle = AngleMod( angle );
    cent->pe.barrelSpinning = firing;
  }

  return angle;
}
开发者ID:ztdretcher,项目名称:zt-tremulous,代码行数:27,代码来源:cg_weapons.c


示例10: UI_PlayerAngles

/*
===============
UI_PlayerAngles
===============
*/
static void UI_PlayerAngles( playerInfo_t *pi, vec3_t legs[ 3 ], vec3_t torso[ 3 ], vec3_t head[ 3 ] )
{
	vec3_t legsAngles, torsoAngles, headAngles;
	float  dest;
	float  adjust;

	VectorCopy( pi->viewAngles, headAngles );
	headAngles[ YAW ] = AngleMod( headAngles[ YAW ] );
	VectorClear( legsAngles );
	VectorClear( torsoAngles );

	// --------- yaw -------------

	// allow yaw to drift a bit
	if ( ( pi->legsAnim & ~ANIM_TOGGLEBIT ) != LEGS_IDLE || ( pi->torsoAnim & ~ANIM_TOGGLEBIT ) != TORSO_STAND )
	{
		// if not standing still, always point all in the same direction
		pi->torso.yawing = qtrue; // always center
		pi->torso.pitching = qtrue; // always center
		pi->legs.yawing = qtrue; // always center
	}

	// adjust legs for movement dir
	adjust = UI_MovedirAdjustment( pi );
	legsAngles[ YAW ] = headAngles[ YAW ] + adjust;
	torsoAngles[ YAW ] = headAngles[ YAW ] + 0.25 * adjust;

	// torso
	UI_SwingAngles( torsoAngles[ YAW ], 25, 90, SWINGSPEED, &pi->torso.yawAngle, &pi->torso.yawing );
	UI_SwingAngles( legsAngles[ YAW ], 40, 90, SWINGSPEED, &pi->legs.yawAngle, &pi->legs.yawing );

	torsoAngles[ YAW ] = pi->torso.yawAngle;
	legsAngles[ YAW ] = pi->legs.yawAngle;

	// --------- pitch -------------

	// only show a fraction of the pitch angle in the torso
	if ( headAngles[ PITCH ] > 180 )
	{
		dest = ( -360 + headAngles[ PITCH ] ) * 0.75;
	}
	else
	{
		dest = headAngles[ PITCH ] * 0.75;
	}

	UI_SwingAngles( dest, 15, 30, 0.1, &pi->torso.pitchAngle, &pi->torso.pitching );
	torsoAngles[ PITCH ] = pi->torso.pitchAngle;

	// pull the angles back out of the hierarchial chain
	AnglesSubtract( headAngles, torsoAngles, headAngles );
	AnglesSubtract( torsoAngles, legsAngles, torsoAngles );

	AnglesSubtract( legsAngles, pi->moveAngles, legsAngles );  // NERVE - SMF

	AnglesToAxis( legsAngles, legs );
	AnglesToAxis( torsoAngles, torso );
	AnglesToAxis( headAngles, head );
}
开发者ID:SHOVELL,项目名称:Unvanquished,代码行数:64,代码来源:ui_players.c


示例11: AngleMod

int CIntegralRotationDesc::GetFrameIndex (int iAngle) const

//	GetFrameIndex
//
//	Returns the frame index, 0 to m_iCount-1, that corresponds to the given 
//	angle. Remember that frame 0 points straight up and frames rotate clockwise.

	{
	Metric rIndex = AngleMod(90 - iAngle) * m_iCount / 360.0;
	return (int)rIndex;
	}
开发者ID:bmer,项目名称:Mammoth,代码行数:11,代码来源:CIntegralRotationDesc.cpp


示例12: UI_PlayerAngles

static void UI_PlayerAngles( playerInfo_t *pi, matrix3 legs, matrix3 torso, matrix3 head ) {
	vector3		legsAngles, torsoAngles, headAngles;
	float		dest;
	float		adjust;

	VectorCopy( &pi->viewAngles, &headAngles );
	headAngles.yaw = AngleMod( headAngles.yaw );
	VectorClear( &legsAngles );
	VectorClear( &torsoAngles );

	// --------- yaw -------------

	// allow yaw to drift a bit
	if ( ( pi->legsAnim & ~ANIM_TOGGLEBIT ) != LEGS_IDLE 
		|| ( pi->torsoAnim & ~ANIM_TOGGLEBIT ) != TORSO_STAND  ) {
		// if not standing still, always point all in the same direction
		pi->torso.yawing = qtrue;	// always center
		pi->torso.pitching = qtrue;	// always center
		pi->legs.yawing = qtrue;	// always center
	}

	// adjust legs for movement dir
	adjust = UI_MovedirAdjustment( pi );
	legsAngles.yaw = headAngles.yaw + adjust;
	torsoAngles.yaw = headAngles.yaw + 0.25f * adjust;


	// torso
	UI_SwingAngles( torsoAngles.yaw, 25, 90, SWINGSPEED, &pi->torso.yawAngle, &pi->torso.yawing );
	UI_SwingAngles( legsAngles.yaw, 40, 90, SWINGSPEED, &pi->legs.yawAngle, &pi->legs.yawing );

	torsoAngles.yaw = pi->torso.yawAngle;
	legsAngles.yaw = pi->legs.yawAngle;

	// --------- pitch -------------

	// only show a fraction of the pitch angle in the torso
	if ( headAngles.pitch > 180 ) {
		dest = (-360 + headAngles.pitch) * 0.75f;
	} else {
		dest = headAngles.pitch * 0.75f;
	}
	UI_SwingAngles( dest, 15, 30, 0.1f, &pi->torso.pitchAngle, &pi->torso.pitching );
	torsoAngles.pitch = pi->torso.pitchAngle;

	// pull the angles back out of the hierarchial chain
	AnglesSubtract( &headAngles, &torsoAngles, &headAngles );
	AnglesSubtract( &torsoAngles, &legsAngles, &torsoAngles );
	AnglesToAxis( &legsAngles, legs );
	AnglesToAxis( &torsoAngles, torso );
	AnglesToAxis( &headAngles, head );
}
开发者ID:Razish,项目名称:QtZ,代码行数:52,代码来源:ui_players.c


示例13: BotChangeViewAngles

/*
==============
BotChangeViewAngles
==============
*/
void BotChangeViewAngles(bot_state_t *bs, float thinktime) {
	float diff, factor, maxchange, anglespeed, disired_speed;
	int i;

	if (bs->ideal_viewangles[PITCH] > 180) bs->ideal_viewangles[PITCH] -= 360;
	
	factor = bs->skills.turnspeed;

	if (factor > 1)
	{
		factor = 1;
	}
	if (factor < 0.25)
	{
		factor = 0.25f;
	}
	maxchange = bs->skills.maxturn;

	//if (maxchange < 240) maxchange = 240;
	maxchange *= thinktime;
	for (i = 0; i < 2; i++) {
		bs->viewangles[i] = AngleMod(bs->viewangles[i]);
		bs->ideal_viewangles[i] = AngleMod(bs->ideal_viewangles[i]);
		diff = AngleDifference(bs->viewangles[i], bs->ideal_viewangles[i]);
		disired_speed = diff * factor;
		bs->viewanglespeed[i] += (bs->viewanglespeed[i] - disired_speed);
		if (bs->viewanglespeed[i] > 180) bs->viewanglespeed[i] = maxchange;
		if (bs->viewanglespeed[i] < -180) bs->viewanglespeed[i] = -maxchange;
		anglespeed = bs->viewanglespeed[i];
		if (anglespeed > maxchange) anglespeed = maxchange;
		if (anglespeed < -maxchange) anglespeed = -maxchange;
		bs->viewangles[i] += anglespeed;
		bs->viewangles[i] = AngleMod(bs->viewangles[i]);
		bs->viewanglespeed[i] *= 0.45 * (1 - factor);
	}
	if (bs->viewangles[PITCH] > 180) bs->viewangles[PITCH] -= 360;
	trap_EA_View(bs->client, bs->viewangles);
}
开发者ID:NikitaRus,项目名称:JediKnightGalaxies-1,代码行数:43,代码来源:ai_main.cpp


示例14: PM_HeloAccelerate

/*
===================
PM_HeloAccelerate

===================
*/
static void PM_HeloAccelerate()
{
    float	throttle = pm->ps->fixed_throttle;
    int		maxthrottle = availableVehicles[pm->vehicle].maxthrottle;
//	int		minthrottle = availableVehicles[pm->vehicle].minthrottle;
	float	maxforwardspeed = availableVehicles[pm->vehicle].maxspeed;
	float	maxrightspeed = availableVehicles[pm->vehicle].turnspeed[YAW];
	float	maxliftspeed = maxforwardspeed*0.00525;
	float	maxspeed = sqrt(maxforwardspeed*maxforwardspeed + 
							maxrightspeed*maxrightspeed + 
							maxliftspeed*maxliftspeed);
	float	stallspeed = static_cast<float>(availableVehicles[pm->vehicle].stallspeed);
	float	curforwardspeed;
	float	curliftspeed;
	float	curliftspeedadjust;
	float	currightspeed;
	float	curspeed;
	float	curspeedadjust;
	float	totalthrottle;
	vec3_t	vehdir;
	
	// Copy Vehicle Direction
	VectorCopy( pm->ps->vehicleAngles, vehdir );
	vehdir[YAW] = AngleMod( vehdir[YAW] );

	curforwardspeed = (vehdir[PITCH]/MAX_HELO_PITCH)*availableVehicles[pm->vehicle].maxspeed;
	currightspeed = (vehdir[ROLL]/MAX_HELO_ROLL)*availableVehicles[pm->vehicle].turnspeed[YAW];
	curliftspeed = throttle > maxthrottle ? -(throttle-maxthrottle)*20 : throttle * 25;	// real vert speed	
	curliftspeedadjust = throttle > maxthrottle ? 0 : throttle * 25;					// adjusted vert speed, don't want down movement to effect fuel usage "more"
	curspeed = sqrt(curforwardspeed*curforwardspeed + currightspeed*currightspeed + curliftspeed*curliftspeed);						// real total speed
	curspeedadjust = sqrt(curforwardspeed*curforwardspeed + currightspeed*currightspeed + curliftspeedadjust*curliftspeedadjust);	// adjusted total speed, dont want down movement to effect throttle more
	totalthrottle = (curspeedadjust/maxspeed)*10;

	// check for fuel 
	if( pm->ps->stats[STAT_FUEL] <= 0 ) { 
		pm->ps->throttle = 0;
	}

	if( (pm->ps->ONOFF & OO_LANDED) && curspeed > stallspeed * 1.5f ) 
		curspeed = stallspeed *1.5f;

    pm->ps->speed = curspeed*10;

	pm->ps->throttle = throttle;

	// fuel flow
	PM_Helo_FuelFlow( totalthrottle );

}
开发者ID:MilitaryForces,项目名称:MilitaryForces,代码行数:55,代码来源:bg_helomove.c


示例15: CG_MachinegunSpinAngle

static float	CG_MachinegunSpinAngle( centity_t *cent ) {
	float angle, speed, delta = (cg.time - cent->pe.barrelTime) + cg.timeFraction;
	if ( cent->pe.barrelSpinning ) {
		angle = cent->pe.barrelAngle + delta * SPIN_SPEED;
	} else {
		if ( delta > COAST_TIME ) {
			delta = COAST_TIME;
		}
		speed = 0.5 * ( SPIN_SPEED + (float)( COAST_TIME - delta ) / COAST_TIME );
		angle = cent->pe.barrelAngle + delta * speed;
	}
	if ( cent->pe.barrelSpinning == !(cent->currentState.eFlags & EF_FIRING) ) {
		cent->pe.barrelTime = cg.time;
		cent->pe.barrelAngle = AngleMod( angle );
		cent->pe.barrelSpinning = !!(cent->currentState.eFlags & EF_FIRING);
	}
	return angle;
}
开发者ID:entdark,项目名称:q3mme,代码行数:18,代码来源:cg_weapons.c


示例16: Max

void CIntegralRotationDesc::InitRotationCount (int iCount)

//	InitRotationCount
//
//	Initialize count

	{
	int i;

	//	If we're in backwards compatibility mode and if we've got a different
	//	count, then we need to recompute our degrees per tick.

	if (m_iManeuverability && iCount != m_iCount && iCount > 0)
		{
		m_rDegreesPerTick = (STD_SECONDS_PER_UPDATE * 360.0) / (iCount * m_iManeuverability);
		m_rAccelPerTick = m_rDegreesPerTick;
		m_rAccelPerTickStop = m_rDegreesPerTick;
		}

	//	Initialize count

	m_iCount = iCount;
	m_Rotations.DeleteAll();

	if (m_iCount > 0)
		{
		m_iMaxRotationRate = Max(1, mathRound(ROTATION_FRACTION * m_rDegreesPerTick * m_iCount / 360.0));
		m_iRotationAccel = Max(1, mathRound(ROTATION_FRACTION * m_rAccelPerTick * m_iCount / 360.0));
		m_iRotationAccelStop = Max(1, mathRound(ROTATION_FRACTION * m_rAccelPerTickStop * m_iCount / 360.0));

		Metric rFrameAngle = 360.0 / m_iCount;
		m_Rotations.InsertEmpty(m_iCount);
		for (i = 0; i < m_iCount; i++)
			m_Rotations[i].iRotation = AngleMod(mathRound(90.0 - i * rFrameAngle));
		}
	else
		{
		m_iMaxRotationRate = 0;
		m_iRotationAccel = 0;
		}
	}
开发者ID:bmer,项目名称:Mammoth,代码行数:41,代码来源:CIntegralRotationDesc.cpp


示例17: RankAngle

static float RankAngle (float a)
{
	vec3_t wishdir;
	float  delta;
	vec3_t ang1, ang2;
	vec3_t newvel;

	wishdir[0] = cos(a / 180 * M_PI);
	wishdir[1] = sin(a / 180 * M_PI);
	wishdir[2] = 0;

	VectorCopy (ra_curvel, newvel);
	Friction (newvel);
	Accelerate (wishdir, movevars.maxspeed, newvel);

	vectoangles (newvel, ang1);
	vectoangles (ra_intentions, ang2);

	delta = AngleMod(ang2[YAW] - ang1[YAW]);

	return -fabs(delta);
}
开发者ID:jite,项目名称:jquake,代码行数:22,代码来源:cl_easymove.c


示例18: BotAI

/*
==============
BotAI
==============
*/
int BotAI(int playernum, float thinktime) {
	bot_state_t *bs;
	char buf[1024], *args;
	int j;

	EA_ResetInput(playernum);
	//
	bs = botstates[playernum];
	if (!bs || !bs->inuse) {
		BotAI_Print(PRT_FATAL, "BotAI: player %d is not setup\n", playernum);
		return qfalse;
	}

	//retrieve the current player state
	if (!BotAI_GetPlayerState( playernum, &bs->cur_ps )) {
		BotAI_Print(PRT_FATAL, "BotAI: failed to get player state for player %d\n", playernum);
		return qfalse;
	}

	//retrieve any waiting server commands
	while( trap_BotGetServerCommand(playernum, buf, sizeof(buf)) ) {
		//have buf point to the command and args to the command arguments
		args = strchr( buf, ' ');
		if (!args) continue;
		*args++ = '\0';

		//remove color espace sequences from the arguments
		RemoveColorEscapeSequences( args );

		if (!Q_stricmp(buf, "cp "))
			{ /*CenterPrintf*/ }
		else if (!Q_stricmp(buf, "cs"))
			{ /*ConfigStringModified*/ }
		else if (!Q_stricmp(buf, "print")) {
			//remove first and last quote from the chat message
			memmove(args, args+1, strlen(args));
			args[strlen(args)-1] = '\0';
			BotQueueConsoleMessage(bs->cs, CMS_NORMAL, args);
		}
		else if (!Q_stricmp(buf, "chat") || !Q_stricmp(buf, "tell")) {
			//remove first and last quote from the chat message
			memmove(args, args+1, strlen(args));
			args[strlen(args)-1] = '\0';
			BotQueueConsoleMessage(bs->cs, CMS_CHAT, args);
		}
		else if (!Q_stricmp(buf, "tchat")) {
			//remove first and last quote from the chat message
			memmove(args, args+1, strlen(args));
			args[strlen(args)-1] = '\0';
			BotQueueConsoleMessage(bs->cs, CMS_CHAT, args);
		}
#ifdef MISSIONPACK
		else if (!Q_stricmp(buf, "vchat")) {
			BotVoiceChatCommand(bs, SAY_ALL, args);
		}
		else if (!Q_stricmp(buf, "vtchat")) {
			BotVoiceChatCommand(bs, SAY_TEAM, args);
		}
		else if (!Q_stricmp(buf, "vtell")) {
			BotVoiceChatCommand(bs, SAY_TELL, args);
		}
#endif
		else if (!Q_stricmp(buf, "scores"))
			{ /*FIXME: parse scores?*/ }
		else if (!Q_stricmp(buf, "clientLevelShot"))
			{ /*ignore*/ }
	}
	//add the delta angles to the bot's current view angles
	for (j = 0; j < 3; j++) {
		bs->viewangles[j] = AngleMod(bs->viewangles[j] + SHORT2ANGLE(bs->cur_ps.delta_angles[j]));
	}
	//increase the local time of the bot
	bs->ltime += thinktime;
	//
	bs->thinktime = thinktime;
	//origin of the bot
	VectorCopy(bs->cur_ps.origin, bs->origin);
	//eye coordinates of the bot
	VectorCopy(bs->cur_ps.origin, bs->eye);
	bs->eye[2] += bs->cur_ps.viewheight;
	//get the area the bot is in
	bs->areanum = BotPointAreaNum(bs->origin);
	//the real AI
	BotDeathmatchAI(bs, thinktime);
	//set the weapon selection every AI frame
	EA_SelectWeapon(bs->playernum, bs->weaponnum);
	//subtract the delta angles
	for (j = 0; j < 3; j++) {
		bs->viewangles[j] = AngleMod(bs->viewangles[j] - SHORT2ANGLE(bs->cur_ps.delta_angles[j]));
	}
	//everything was ok
	return qtrue;
}
开发者ID:SilverlineDev,项目名称:mint-arena,代码行数:98,代码来源:ai_main.c


示例19: PM_BoatMove

void PM_BoatMove( void ) 
{
    vec3_t		viewdir;
    vec3_t		vehdir;
	vec3_t		turretdir;
    vec3_t		diff;
    vec3_t		turnspeed;
	vec3_t		forward, up;
	vec3_t		temp;
    bool	dead = (pm->ps->stats[STAT_HEALTH] <= 0);
	int			i;
	float		smove = pm->cmd.rightmove;
	float		turret_yaw = pm->ps->turretAngle;
	float		gun_pitch = pm->ps->gunAngle;
	float		speed;
	bool	reverse = false;
	float		lean = 0;

	// set speed
	PM_BoatAccelerate();

	// speed
	speed = (float)pm->ps->speed/10;
	VectorCopy( pm->ps->vehicleAngles, vehdir );
	vehdir[0] = 0;
	if( pm->ps->ONOFF & OO_STALLED ) {
		AngleVectors( vehdir, forward, NULL, NULL );
		VectorNegate( forward, forward );
		reverse = true;
	} else {
		AngleVectors( vehdir, forward, NULL, NULL );
	}
	VectorNormalize( pm->ps->velocity );
	VectorAdd( forward, pm->ps->velocity, forward );
	VectorScale( forward, speed, pm->ps->velocity );

	PM_SlideMove_Boat();

	// get the turnspeeds
	for( i = HULL_YAW; i <= GUN_PITCH; i++ ) {
	    turnspeed[i] = availableVehicles[pm->vehicle].turnspeed[i] * pml.frametime;
	}

	// set the hull angle dependent on speed
	if( !reverse ) {
		pm->ps->vehicleAngles[0] = (speed/(float)availableVehicles[pm->vehicle].maxspeed) *
				availableVehicles[pm->vehicle].tailangle;
		if( smove > 0 ) {
			lean = (speed/(float)availableVehicles[pm->vehicle].maxspeed) *
				availableVehicles[pm->vehicle].gearheight;
		} else if( smove < 0 ) {
			lean = -(speed/(float)availableVehicles[pm->vehicle].maxspeed) *
				availableVehicles[pm->vehicle].gearheight;
		}

	}
	if( pm->ps->vehicleAngles[2] != lean ) {
		diff[2] = lean - pm->ps->vehicleAngles[2];
		if( diff[2] < -turnspeed[2] ) {
			pm->ps->vehicleAngles[2] -= turnspeed[2];
		} else if( diff[2] > turnspeed[2] ) {
			pm->ps->vehicleAngles[2] += turnspeed[2];
		} else {
			pm->ps->vehicleAngles[2] += diff[2];
		}			
	}

	// get the actual turret angles
	AngleVectors( pm->ps->vehicleAngles, forward, 0, up );
	RotatePointAroundVector( temp, up, forward, turret_yaw );
	vectoangles( temp, turretdir );
	turretdir[PITCH] += gun_pitch;

//	Com_Printf( "vehd = %.1f %.1f %.1f (%.1f %.1f)\n", pm->ps->vehicleAngles[0], pm->ps->vehicleAngles[1],
//			pm->ps->vehicleAngles[2], turret_yaw, gun_pitch );
//	Com_Printf( "view = %.1f %.1f %.1f\n", pm->ps->viewangles[0], pm->ps->viewangles[1],
//			pm->ps->viewangles[2] );
//	Com_Printf( "turr = %.1f %.1f %.1f\n", turretdir[0], turretdir[1], turretdir[2] );

	// local vectors
    VectorCopy( pm->ps->vehicleAngles, vehdir );
	if( (pm->cmd.buttons & BUTTON_FREELOOK) && !dead ) { // freelook
		VectorCopy( turretdir, viewdir );
	}
	else { // normal - turret follows camera
		VectorCopy( pm->ps->viewangles, viewdir );
	}

	// set to 0<=x<=360
	viewdir[YAW] = AngleMod( viewdir[YAW] );
	vehdir[YAW] = AngleMod( vehdir[YAW] );
	turretdir[YAW] = AngleMod( turretdir[YAW] );
	viewdir[PITCH] = AngleMod( viewdir[PITCH] );
	vehdir[PITCH] = AngleMod( vehdir[PITCH] );
	turretdir[PITCH] = AngleMod( turretdir[PITCH] );

	// turn the hull
	if( pm->ps->ONOFF & OO_LANDED ) {
		// create a turning modifier for normal wheeled vehicles
		float topSpeed = availableVehicles[pm->vehicle].maxspeed;
//.........这里部分代码省略.........
开发者ID:MilitaryForces,项目名称:MilitaryForces,代码行数:101,代码来源:bg_boatmove.c


示例20: BotAI

/*
==============
BotAI
==============
*/
int BotAI( int client, float thinktime ) {
	bot_state_t *bs;
	char buf[1024], *args;
	int j;

	trap_EA_ResetInput( client, NULL );
	//
	bs = botstates[client];
	if ( !bs || !bs->inuse ) {
		BotAI_Print( PRT_FATAL, "client %d hasn't been setup\n", client );
		return BLERR_AICLIENTNOTSETUP;
	}

	//retrieve the current client state
	BotAI_GetClientState( client, &bs->cur_ps );

	//retrieve any waiting console messages
	while ( trap_BotGetServerCommand( client, buf, sizeof( buf ) ) ) {
		//have buf point to the command and args to the command arguments
		args = strchr( buf, ' ' );
		if ( !args ) {
			continue;
		}
		*args++ = '\0';

		//remove color espace sequences from the arguments
		Q_CleanStr( args );

		//botai_import.Print(PRT_MESSAGE, "ConsoleMessage: \"%s\"\n", buf);
		if ( !Q_stricmp( buf, "cp " ) ) { /*CenterPrintf*/
		} else if ( !Q_stricmp( buf, "cs" ) )                                                      { /*ConfigStringModified*/
		} else if ( !Q_stricmp( buf, "print" ) )                                                                                                                       {
			trap_BotQueueConsoleMessage( bs->cs, CMS_NORMAL, args );
		} else if ( !Q_stricmp( buf, "chat" ) ) {
			trap_BotQueueConsoleMessage( bs->cs, CMS_CHAT, args );
		} else if ( !Q_stricmp( buf, "tchat" ) ) {
			trap_BotQueueConsoleMessage( bs->cs, CMS_CHAT, args );
		} else if ( !Q_stricmp( buf, "scores" ) ) { /*FIXME: parse scores?*/
		} else if ( !Q_stricmp( buf, "clientLevelShot" ) )                                                                    { /*ignore*/
		}
	}
	//add the delta angles to the bot's current view angles
	for ( j = 0; j < 3; j++ ) {
		bs->viewangles[j] = AngleMod( bs->viewangles[j] + SHORT2ANGLE( bs->cur_ps.delta_angles[j] ) );
	}
	//increase the local time of the bot
	bs->ltime += thinktime;
	//
	bs->thinktime = thinktime;
	//origin of the bot
	VectorCopy( bs->cur_ps.origin, bs->origin );
	//eye coordinates of the bot
	VectorCopy( bs->cur_ps.origin, bs->eye );
	bs->eye[2] += bs->cur_ps.viewheight;
	//get the area the bot is in
	bs->areanum = BotPointAreaNum( bs->origin );
	//the real AI
	BotDeathmatchAI( bs, thinktime );
	//set the weapon selection every AI frame
	trap_EA_SelectWeapon( bs->client, bs->weaponnum );
	//subtract the delta angles
	for ( j = 0; j < 3; j++ ) {
		bs->viewangles[j] = AngleMod( bs->viewangles[j] - SHORT2ANGLE( bs->cur_ps.delta_angles[j] ) );
	}
	//everything was ok
	return BLERR_NOERROR;
}
开发者ID:MAN-AT-ARMS,项目名称:iortcw-archive,代码行数:72,代码来源:ai_main.c



注:本文中的AngleMod函数示例整理自Github/MSDocs等源码及文档管理平台,相关代码片段筛选自各路编程大神贡献的开源项目,源码版权归原作者所有,传播和使用请参考对应项目的License;未经允许,请勿转载。


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C++ AngleNormalize函数代码示例发布时间:2022-05-30
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