當前位置: 首頁>>代碼示例>>C++>>正文


C++ AngleDelta函數代碼示例

本文整理匯總了C++中AngleDelta函數的典型用法代碼示例。如果您正苦於以下問題:C++ AngleDelta函數的具體用法?C++ AngleDelta怎麽用?C++ AngleDelta使用的例子?那麽, 這裏精選的函數代碼示例或許可以為您提供幫助。


在下文中一共展示了AngleDelta函數的13個代碼示例,這些例子默認根據受歡迎程度排序。您可以為喜歡或者感覺有用的代碼點讚,您的評價將有助於係統推薦出更棒的C++代碼示例。

示例1: R2D2_TurnAnims

/*
-------------------------
R2D2_TurnAnims
-------------------------
*/
void R2D2_TurnAnims ( void )
{
	float turndelta;
	int		anim;

	turndelta = AngleDelta(NPC->r.currentAngles[YAW], NPCInfo->desiredYaw);

	if ((fabs(turndelta) > 20) && ((NPC->client->NPC_class == CLASS_R2D2) || (NPC->client->NPC_class == CLASS_R5D2)))
	{
		anim = NPC->client->ps.legsAnim;
		if (turndelta<0)
		{
			if (anim != BOTH_TURN_LEFT1)
			{
				NPC_SetAnim( NPC, SETANIM_BOTH, BOTH_TURN_LEFT1, SETANIM_FLAG_OVERRIDE|SETANIM_FLAG_HOLD );
			}
		}
		else
		{
			if (anim != BOTH_TURN_RIGHT1)
			{
				NPC_SetAnim( NPC, SETANIM_BOTH, BOTH_TURN_RIGHT1, SETANIM_FLAG_OVERRIDE|SETANIM_FLAG_HOLD );
			}
		}
	}
	else
	{
			NPC_SetAnim( NPC, SETANIM_BOTH, BOTH_RUN1, SETANIM_FLAG_OVERRIDE|SETANIM_FLAG_HOLD );
	}

}
開發者ID:DarthFutuza,項目名稱:JediKnightGalaxies,代碼行數:36,代碼來源:NPC_AI_Droid.cpp

示例2: InFOV

qboolean InFOV( vec3_t spot, vec3_t from, vec3_t fromAngles, int hFOV, int vFOV )
{
	vec3_t	deltaVector, angles, deltaAngles;

	VectorSubtract ( spot, from, deltaVector );
	vectoangles ( deltaVector, angles );

	deltaAngles[PITCH]	= AngleDelta ( fromAngles[PITCH], angles[PITCH] );
	deltaAngles[YAW]	= AngleDelta ( fromAngles[YAW], angles[YAW] );

	if ( fabs ( deltaAngles[PITCH] ) <= vFOV && fabs ( deltaAngles[YAW] ) <= hFOV )
	{
		return qtrue;
	}

	return qfalse;
}
開發者ID:AlexXT,項目名稱:OpenJK,代碼行數:17,代碼來源:NPC_senses.cpp

示例3: InFOV

qboolean InFOV ( gentity_t *ent, gentity_t *from, int hFOV, int vFOV ) 
{
	vec3_t	eyes;
	vec3_t	spot;
	vec3_t	deltaVector;
	vec3_t	angles, fromAngles;
	vec3_t	deltaAngles;

	if( from->client )
	{
		if( !VectorCompare( from->client->renderInfo.eyeAngles, vec3_origin ) )
		{//Actual facing of tag_head!
			//NOTE: Stasis aliens may have a problem with this?
			VectorCopy( from->client->renderInfo.eyeAngles, fromAngles );
		}
		else
		{
			VectorCopy( from->client->ps.viewangles, fromAngles );
		}
	}
	else
	{
		VectorCopy(from->s.angles, fromAngles);
	}

	CalcEntitySpot( from, SPOT_HEAD_LEAN, eyes );

	CalcEntitySpot( ent, SPOT_ORIGIN, spot );
	VectorSubtract ( spot, eyes, deltaVector);

	vectoangles ( deltaVector, angles );
	deltaAngles[PITCH] = AngleDelta ( fromAngles[PITCH], angles[PITCH] );
	deltaAngles[YAW] = AngleDelta ( fromAngles[YAW], angles[YAW] );
	if ( fabs ( deltaAngles[PITCH] ) <= vFOV && fabs ( deltaAngles[YAW] ) <= hFOV ) 
	{
		return qtrue;
	}

	CalcEntitySpot( ent, SPOT_HEAD, spot );
	VectorSubtract ( spot, eyes, deltaVector);
	vectoangles ( deltaVector, angles );
	deltaAngles[PITCH] = AngleDelta ( fromAngles[PITCH], angles[PITCH] );
	deltaAngles[YAW] = AngleDelta ( fromAngles[YAW], angles[YAW] );
	if ( fabs ( deltaAngles[PITCH] ) <= vFOV && fabs ( deltaAngles[YAW] ) <= hFOV ) 
	{
		return qtrue;
	}

	CalcEntitySpot( ent, SPOT_LEGS, spot );
	VectorSubtract ( spot, eyes, deltaVector);
	vectoangles ( deltaVector, angles );
	deltaAngles[PITCH] = AngleDelta ( fromAngles[PITCH], angles[PITCH] );
	deltaAngles[YAW] = AngleDelta ( fromAngles[YAW], angles[YAW] );
	if ( fabs ( deltaAngles[PITCH] ) <= vFOV && fabs ( deltaAngles[YAW] ) <= hFOV ) 
	{
		return qtrue;
	}

	return qfalse;
}
開發者ID:Stoiss,項目名稱:JediKnightGalaxies,代碼行數:60,代碼來源:NPC_Senses.c

示例4: NPC_GetVFOVPercentage

float NPC_GetVFOVPercentage( vec3_t spot, vec3_t from, vec3_t facing, float vFOV )
{
	vec3_t	deltaVector, angles;
	float	delta;

	VectorSubtract ( spot, from, deltaVector );

	vectoangles ( deltaVector, angles );

	delta = fabs( AngleDelta ( facing[PITCH], angles[PITCH] ) );

	if ( delta > vFOV )
		return 0.0f;

	return ( ( vFOV - delta ) / vFOV );
}
開發者ID:AlexXT,項目名稱:OpenJK,代碼行數:16,代碼來源:NPC_senses.cpp

示例5: NPC_GetHFOVPercentage

float NPC_GetHFOVPercentage( vec3_t spot, vec3_t from, vec3_t facing, float hFOV )
{
	vec3_t	deltaVector, angles;
	float	delta;

	VectorSubtract ( spot, from, deltaVector );

	vectoangles ( deltaVector, angles );

	delta = fabs( AngleDelta ( facing[YAW], angles[YAW] ) );

	if ( delta > hFOV )
		return 0.0f;

	return ( ( hFOV - delta ) / hFOV );
}
開發者ID:AlexXT,項目名稱:OpenJK,代碼行數:16,代碼來源:NPC_senses.cpp

示例6: CGCam_Roll

void CGCam_Roll( float	dest, float duration )
{
	if ( !duration )
	{
		CGCam_SetRoll( dest );
		return;
	}

	//FIXME/NOTE: this will override current panning!!!
	client_camera.info_state |= CAMERA_PANNING;
	
	VectorCopy( client_camera.angles, client_camera.angles2 );
	client_camera.angles2[2] = AngleDelta( dest, client_camera.angles[2] );
	
	client_camera.pan_duration = duration;
	client_camera.pan_time = cg.time;
}
開發者ID:Aura15,項目名稱:OpenJK,代碼行數:17,代碼來源:cg_camera.cpp

示例7: NPC_BSJump

void NPC_BSJump (void)
{
	vec3_t		dir, angles, p1, p2, apex;
	float		time, height, forward, z, xy, dist, yawError, apexHeight;

	if( !NPCInfo->goalEntity )
	{//Should have task completed the navgoal
		return;
	}

	if ( NPCInfo->jumpState != JS_JUMPING && NPCInfo->jumpState != JS_LANDING )
	{
		//Face navgoal
		VectorSubtract(NPCInfo->goalEntity->currentOrigin, NPC->currentOrigin, dir);
		vectoangles(dir, angles);
		NPCInfo->desiredPitch = NPCInfo->lockedDesiredPitch = AngleNormalize360(angles[PITCH]);
		NPCInfo->desiredYaw = NPCInfo->lockedDesiredYaw = AngleNormalize360(angles[YAW]);
	}

	NPC_UpdateAngles ( qtrue, qtrue );
	yawError = AngleDelta ( NPC->client->ps.viewangles[YAW], NPCInfo->desiredYaw );
	//We don't really care about pitch here

	switch ( NPCInfo->jumpState )
	{
	case JS_FACING:
		if ( yawError < MIN_ANGLE_ERROR )
		{//Facing it, Start crouching
			NPC_SetAnim(NPC, SETANIM_LEGS, BOTH_CROUCH1, SETANIM_FLAG_OVERRIDE|SETANIM_FLAG_HOLD);
			NPCInfo->jumpState = JS_CROUCHING;
		}
		break;
	case JS_CROUCHING:
		if ( NPC->client->ps.legsAnimTimer > 0 )
		{//Still playing crouching anim
			return;
		}

		//Create a parabola

		if ( NPC->currentOrigin[2] > NPCInfo->goalEntity->currentOrigin[2] )
		{
			VectorCopy( NPC->currentOrigin, p1 );
			VectorCopy( NPCInfo->goalEntity->currentOrigin, p2 );
		}
		else if ( NPC->currentOrigin[2] < NPCInfo->goalEntity->currentOrigin[2] )
		{
			VectorCopy( NPCInfo->goalEntity->currentOrigin, p1 );
			VectorCopy( NPC->currentOrigin, p2 );
		}
		else
		{
			VectorCopy( NPC->currentOrigin, p1 );
			VectorCopy( NPCInfo->goalEntity->currentOrigin, p2 );
		}

		//z = xy*xy
		VectorSubtract( p2, p1, dir );
		dir[2] = 0;

		//Get xy and z diffs
		xy = VectorNormalize( dir );
		z = p1[2] - p2[2];

		apexHeight = APEX_HEIGHT/2;
		/*
		//Determine most desirable apex height
		apexHeight = (APEX_HEIGHT * PARA_WIDTH/xy) + (APEX_HEIGHT * z/128);
		if ( apexHeight < APEX_HEIGHT * 0.5 )
		{
			apexHeight = APEX_HEIGHT*0.5;
		}
		else if ( apexHeight > APEX_HEIGHT * 2 )
		{
			apexHeight = APEX_HEIGHT*2;
		}
		*/

		//FIXME: length of xy will change curve of parabola, need to account for this
		//somewhere... PARA_WIDTH
		
		z = (sqrt(apexHeight + z) - sqrt(apexHeight));

		assert(z >= 0);

//		gi.Printf("apex is %4.2f percent from p1: ", (xy-z)*0.5/xy*100.0f);

		xy -= z;
		xy *= 0.5;
		
		assert(xy > 0);

		VectorMA( p1, xy, dir, apex );
		apex[2] += apexHeight;
	
		VectorCopy(apex, NPC->pos1);
		
		//Now we have the apex, aim for it
		height = apex[2] - NPC->currentOrigin[2];
		time = sqrt( height / ( .5 * NPC->client->ps.gravity ) );
//.........這裏部分代碼省略.........
開發者ID:Chedo,項目名稱:OpenJK,代碼行數:101,代碼來源:NPC_behavior.cpp

示例8: NPC_UpdateShootAngles

void NPC_UpdateShootAngles (vec3_t angles, qboolean doPitch, qboolean doYaw ) 
{//FIXME: shoot angles either not set right or not used!
	float		error;
	float		decay;
	float		targetPitch = 0;
	float		targetYaw = 0;

	if(doPitch)
		targetPitch = angles[PITCH];
	if(doYaw)
		targetYaw = angles[YAW];


	if(doYaw)
	{
		// decay yaw error
		error = AngleDelta ( NPCInfo->shootAngles[YAW], targetYaw );
		if ( error ) 
		{
			decay = 60.0 + 80.0 * NPCInfo->stats.aim;
			decay *= 100.0f / 1000.0f;//msec
			if ( error < 0.0 ) 
			{
				error += decay;
				if ( error > 0.0 ) 
				{
					error = 0.0;
				}
			}
			else 
			{
				error -= decay;
				if ( error < 0.0 ) 
				{
					error = 0.0;
				}
			}
		}
		NPCInfo->shootAngles[YAW] = targetYaw + error;
	}

	if(doPitch)
	{
		// decay pitch error
		error = AngleDelta ( NPCInfo->shootAngles[PITCH], targetPitch );
		if ( error ) 
		{
			decay = 60.0 + 80.0 * NPCInfo->stats.aim;
			decay *= 100.0f / 1000.0f;//msec
			if ( error < 0.0 ) 
			{
				error += decay;
				if ( error > 0.0 ) 
				{
					error = 0.0;
				}
			}
			else 
			{
				error -= decay;
				if ( error < 0.0 ) 
				{
					error = 0.0;
				}
			}
		}
		NPCInfo->shootAngles[PITCH] = targetPitch + error;
	}
}
開發者ID:Agustinlv,項目名稱:BlueHarvest,代碼行數:69,代碼來源:NPC_utils.cpp

示例9: NPC_UpdateFiringAngles

/*
qboolean NPC_UpdateFiringAngles ( qboolean doPitch, qboolean doYaw ) 

  Includes aim when determining angles - so they don't always hit...
  */
qboolean NPC_UpdateFiringAngles ( qboolean doPitch, qboolean doYaw ) 
{

#if 0

	float		diff;
	float		error;
	float		targetPitch = 0;
	float		targetYaw = 0;
	qboolean	exact = qtrue;

	if ( level.time < NPCInfo->aimTime ) 
	{
		if( doPitch )
			targetPitch = NPCInfo->lockedDesiredPitch;

		if( doYaw )
			targetYaw = NPCInfo->lockedDesiredYaw;
	}
	else 
	{
		if( doPitch )
		{
			targetPitch = NPCInfo->desiredPitch;
			NPCInfo->lockedDesiredPitch = NPCInfo->desiredPitch;
		}

		if( doYaw )
		{
			targetYaw = NPCInfo->desiredYaw;
			NPCInfo->lockedDesiredYaw = NPCInfo->desiredYaw;
		}			
	}

	if( doYaw )
	{
		// add yaw error based on NPCInfo->aim value
		error = ((float)(6 - NPCInfo->stats.aim)) * Q_flrand(-1, 1);

		if(Q_irand(0, 1))
			error *= -1;

		diff = AngleDelta ( NPC->client->ps.viewangles[YAW], targetYaw );

		if ( diff )
			exact = qfalse;
		
		ucmd.angles[YAW] = ANGLE2SHORT( targetYaw + diff + error ) - client->ps.delta_angles[YAW];
	}

	if( doPitch )
	{
		// add pitch error based on NPCInfo->aim value
		error = ((float)(6 - NPCInfo->stats.aim)) * Q_flrand(-1, 1);

		diff = AngleDelta ( NPC->client->ps.viewangles[PITCH], targetPitch );

		if ( diff )
			exact = qfalse;
		
		ucmd.angles[PITCH] = ANGLE2SHORT( targetPitch + diff + error ) - client->ps.delta_angles[PITCH];
	}

	ucmd.angles[ROLL] = ANGLE2SHORT ( NPC->client->ps.viewangles[ROLL] ) - client->ps.delta_angles[ROLL];

	return exact;
	
#else

	float		error, diff;
	float		decay;
	float		targetPitch = 0;
	float		targetYaw = 0;
	qboolean	exact = qtrue;

	// if angle changes are locked; just keep the current angles
	if ( level.time < NPCInfo->aimTime ) 
	{
		if(doPitch)
			targetPitch = NPCInfo->lockedDesiredPitch;
		if(doYaw)
			targetYaw = NPCInfo->lockedDesiredYaw;
	}
	else 
	{
		if(doPitch)
			targetPitch = NPCInfo->desiredPitch;
		if(doYaw)
			targetYaw = NPCInfo->desiredYaw;

//		NPCInfo->aimTime = level.time + 250;
		if(doPitch)
			NPCInfo->lockedDesiredPitch = NPCInfo->desiredPitch;
		if(doYaw)
			NPCInfo->lockedDesiredYaw = NPCInfo->desiredYaw;
//.........這裏部分代碼省略.........
開發者ID:Agustinlv,項目名稱:BlueHarvest,代碼行數:101,代碼來源:NPC_utils.cpp

示例10: NPC_UpdateAngles

qboolean NPC_UpdateAngles ( qboolean doPitch, qboolean doYaw ) 
{
#if 1

	float		error;
	float		decay;
	float		targetPitch = 0;
	float		targetYaw = 0;
	float		yawSpeed;
	qboolean	exact = qtrue;

	// if angle changes are locked; just keep the current angles
	// aimTime isn't even set anymore... so this code was never reached, but I need a way to lock NPC's yaw, so instead of making a new SCF_ flag, just use the existing render flag... - dmv
	if ( !NPC->enemy && ( (level.time < NPCInfo->aimTime) || NPC->client->renderInfo.renderFlags & RF_LOCKEDANGLE) ) 
	{
		if(doPitch)
			targetPitch = NPCInfo->lockedDesiredPitch;

		if(doYaw)
			targetYaw = NPCInfo->lockedDesiredYaw;
	}
	else 
	{
		// we're changing the lockedDesired Pitch/Yaw below so it's lost it's original meaning, get rid of the lock flag
		NPC->client->renderInfo.renderFlags &= ~RF_LOCKEDANGLE;

		if(doPitch)
		{
			targetPitch = NPCInfo->desiredPitch;
			NPCInfo->lockedDesiredPitch = NPCInfo->desiredPitch;
		}

		if(doYaw)
		{
			targetYaw = NPCInfo->desiredYaw;
			NPCInfo->lockedDesiredYaw = NPCInfo->desiredYaw;
		}			
	}

	if ( NPC->s.weapon == WP_EMPLACED_GUN )
	{
		// FIXME: this seems to do nothing, actually...
		yawSpeed = 20;
	}
	else
	{
		yawSpeed = NPCInfo->stats.yawSpeed;
	}

	if ( NPC->s.weapon == WP_SABER && NPC->client->ps.forcePowersActive&(1<<FP_SPEED) )
	{
		yawSpeed *= 1.0f/g_timescale->value;
	}
	
	if( doYaw )
	{
		// decay yaw error
		error = AngleDelta ( NPC->client->ps.viewangles[YAW], targetYaw );
		if( fabs(error) > MIN_ANGLE_ERROR )
		{
			if ( error ) 
			{
				exact = qfalse;

				decay = 60.0 + yawSpeed * 3;
				decay *= 50.0f / 1000.0f;//msec

				if ( error < 0.0 ) 
				{
					error += decay;
					if ( error > 0.0 ) 
					{
						error = 0.0;
					}
				}
				else 
				{
					error -= decay;
					if ( error < 0.0 ) 
					{
						error = 0.0;
					}
				}
			}
		}
		
		ucmd.angles[YAW] = ANGLE2SHORT( targetYaw + error ) - client->ps.delta_angles[YAW];
	}

	//FIXME: have a pitchSpeed?
	if( doPitch )
	{
		// decay pitch error
		error = AngleDelta ( NPC->client->ps.viewangles[PITCH], targetPitch );
		if ( fabs(error) > MIN_ANGLE_ERROR )
		{
			if ( error ) 
			{
				exact = qfalse;

//.........這裏部分代碼省略.........
開發者ID:Agustinlv,項目名稱:BlueHarvest,代碼行數:101,代碼來源:NPC_utils.cpp

示例11: InFOVFromPlayerView

//Entity to entity
qboolean InFOVFromPlayerView ( gentity_t *ent, int hFOV, int vFOV )
{
	vec3_t	eyes;
	vec3_t	spot;
	vec3_t	deltaVector;
	vec3_t	angles, fromAngles;
	vec3_t	deltaAngles;

	if ( !player || !player->client )
	{
		return qfalse;
	}
	if ( cg.time )
	{
		VectorCopy( cg.refdefViewAngles, fromAngles );
	}
	else
	{
		VectorCopy( player->client->ps.viewangles, fromAngles );
	}

	if( cg.time )
	{
		VectorCopy( cg.refdef.vieworg, eyes );
	}
	else
	{
		CalcEntitySpot( player, SPOT_HEAD_LEAN, eyes );
	}

	CalcEntitySpot( ent, SPOT_ORIGIN, spot );
	VectorSubtract ( spot, eyes, deltaVector);

	vectoangles ( deltaVector, angles );
	deltaAngles[PITCH] = AngleDelta ( fromAngles[PITCH], angles[PITCH] );
	deltaAngles[YAW] = AngleDelta ( fromAngles[YAW], angles[YAW] );
	if ( fabs ( deltaAngles[PITCH] ) <= vFOV && fabs ( deltaAngles[YAW] ) <= hFOV )
	{
		return qtrue;
	}

	CalcEntitySpot( ent, SPOT_HEAD, spot );
	VectorSubtract ( spot, eyes, deltaVector);
	vectoangles ( deltaVector, angles );
	deltaAngles[PITCH] = AngleDelta ( fromAngles[PITCH], angles[PITCH] );
	deltaAngles[YAW] = AngleDelta ( fromAngles[YAW], angles[YAW] );
	if ( fabs ( deltaAngles[PITCH] ) <= vFOV && fabs ( deltaAngles[YAW] ) <= hFOV )
	{
		return qtrue;
	}

	CalcEntitySpot( ent, SPOT_LEGS, spot );
	VectorSubtract ( spot, eyes, deltaVector);
	vectoangles ( deltaVector, angles );
	deltaAngles[PITCH] = AngleDelta ( fromAngles[PITCH], angles[PITCH] );
	deltaAngles[YAW] = AngleDelta ( fromAngles[YAW], angles[YAW] );
	if ( fabs ( deltaAngles[PITCH] ) <= vFOV && fabs ( deltaAngles[YAW] ) <= hFOV )
	{
		return qtrue;
	}

	return qfalse;
}
開發者ID:AlexXT,項目名稱:OpenJK,代碼行數:64,代碼來源:NPC_senses.cpp

示例12: NPC_BSPointShoot

void NPC_BSPointShoot (qboolean shoot)
{//FIXME: doesn't check for clear shot...
	vec3_t	muzzle, dir, angles, org;
	//spot_t	spot_enemy = SPOT_CHEST;

	if ( !NPC->enemy || !NPC->enemy->inuse || (NPC->enemy->NPC && NPC->enemy->health <= 0) )
	{//FIXME: should still keep shooting for a second or two after they actually die...
		trap_ICARUS_TaskIDComplete( NPC, TID_BSTATE );
		goto finished;
		return;
	}

	CalcEntitySpot(NPC, SPOT_WEAPON, muzzle);
	CalcEntitySpot(NPC->enemy, SPOT_HEAD, org);//Was spot_org
	//Head is a little high, so let's aim for the chest:
	//if ( NPC->enemy->client )
	//{
	//	org[2] -= 12;//NOTE: is this enough?
	//}

	VectorSubtract(org, muzzle, dir);
	vectoangles(dir, angles);

	switch( NPC->client->ps.weapon )
	{
	case WP_NONE:
//	case WP_TRICORDER:
	case WP_STUN_BATON:
	case WP_SABER:
		//don't do any pitch change if not holding a firing weapon
		break;
	default:
		NPCInfo->desiredPitch = NPCInfo->lockedDesiredPitch = AngleNormalize360(angles[PITCH]);
		break;
	}

	NPCInfo->desiredYaw = NPCInfo->lockedDesiredYaw = AngleNormalize360(angles[YAW]);

	if ( NPC_UpdateAngles ( qtrue, qtrue ) )
	{//FIXME: if angles clamped, this may never work!
		//NPCInfo->shotTime = NPC->attackDebounceTime = 0;

		if ( shoot )
		{//FIXME: needs to hold this down if using a weapon that requires it, like phaser...
			//ucmd.buttons |= BUTTON_ATTACK;
			WeaponThink( qtrue );
		}
		
		//if ( !shoot || !(NPC->svFlags & SVF_LOCKEDENEMY) )
		if (1)
		{//If locked_enemy is on, dont complete until it is destroyed...
			trap_ICARUS_TaskIDComplete( NPC, TID_BSTATE );
			goto finished;
		}
	}
	//else if ( shoot && (NPC->svFlags & SVF_LOCKEDENEMY) )
	if (0)
	{//shooting them till their dead, not aiming right at them yet...
		/*
		qboolean movingTarget = qfalse;

		if ( NPC->enemy->client )
		{
			if ( VectorLengthSquared( NPC->enemy->client->ps.velocity ) )
			{
				movingTarget = qtrue;
			}
		}
		else if ( VectorLengthSquared( NPC->enemy->s.pos.trDelta ) )
		{
			movingTarget = qtrue;
		}

		if (movingTarget )
		*/
		{
			float	dist = VectorLength( dir );
			float	yawMiss, yawMissAllow = NPC->enemy->r.maxs[0];
			float	pitchMiss, pitchMissAllow = (NPC->enemy->r.maxs[2] - NPC->enemy->r.mins[2])/2;
			
			if ( yawMissAllow < 8.0f )
			{
				yawMissAllow = 8.0f;
			}

			if ( pitchMissAllow < 8.0f )
			{
				pitchMissAllow = 8.0f;
			}

			yawMiss = tan(DEG2RAD(AngleDelta ( NPC->client->ps.viewangles[YAW], NPCInfo->desiredYaw ))) * dist;
			pitchMiss = tan(DEG2RAD(AngleDelta ( NPC->client->ps.viewangles[PITCH], NPCInfo->desiredPitch))) * dist;

			if ( yawMissAllow >= yawMiss && pitchMissAllow > pitchMiss )
			{
				ucmd.buttons |= BUTTON_ATTACK;
			}
		}
	}
	
//.........這裏部分代碼省略.........
開發者ID:erfg12,項目名稱:clanmod-jka,代碼行數:101,代碼來源:NPC_AI_Default.c

示例13: NPC_UpdateAngles

/*
qboolean NPC_UpdateAngles ( qboolean doPitch, qboolean doYaw ) 

Added: option to do just pitch or just yaw

Does not include "aim" in it's calculations

FIXME: stop compressing angles into shorts!!!!
*/
qboolean NPC_UpdateAngles ( qboolean doPitch, qboolean doYaw ) 
{
#if 1

	float		error;
	float		decay;
	float		targetPitch = 0;
	float		targetYaw = 0;
	float		yawSpeed;
	qboolean	exact = qtrue;

	// if angle changes are locked; just keep the current angles
	// aimTime isn't even set anymore... so this code was never reached, but I need a way to lock NPC's yaw, so instead of making a new SCF_ flag, just use the existing render flag... - dmv
	if ( !NPC->enemy && ( (level.time < NPCInfo->aimTime) /*|| NPC->client->renderInfo.renderFlags & RF_LOCKEDANGLE*/) ) 
	{
		if(doPitch)
			targetPitch = NPCInfo->lockedDesiredPitch;

		if(doYaw)
			targetYaw = NPCInfo->lockedDesiredYaw;
	}
	else 
	{
		// we're changing the lockedDesired Pitch/Yaw below so it's lost it's original meaning, get rid of the lock flag
	//	NPC->client->renderInfo.renderFlags &= ~RF_LOCKEDANGLE;

		if(doPitch)
		{
			targetPitch = NPCInfo->desiredPitch;
			NPCInfo->lockedDesiredPitch = NPCInfo->desiredPitch;
		}

		if(doYaw)
		{
			targetYaw = NPCInfo->desiredYaw;
			NPCInfo->lockedDesiredYaw = NPCInfo->desiredYaw;
		}			
	}

	if ( NPC->s.weapon == WP_EMPLACED_GUN )
	{
		// FIXME: this seems to do nothing, actually...
		yawSpeed = 20;
	}
	else
	{
		yawSpeed = NPCInfo->stats.yawSpeed;
	}

	if ( NPC->s.weapon == WP_SABER && NPC->client->ps.fd.forcePowersActive&(1<<FP_SPEED) )
	{
		char buf[128];
		float tFVal = 0;

		trap_Cvar_VariableStringBuffer("timescale", buf, sizeof(buf));

		tFVal = atof(buf);

		yawSpeed *= 1.0f/tFVal;
	}
	
	if( doYaw )
	{
		// decay yaw error
		error = AngleDelta ( NPC->client->ps.viewangles[YAW], targetYaw );
		if( fabs(error) > MIN_ANGLE_ERROR )
		{
			if ( error ) 
			{
				exact = qfalse;

				decay = 60.0 + yawSpeed * 3;
				decay *= 50.0f / 1000.0f;//msec

				if ( error < 0.0 ) 
				{
					error += decay;
					if ( error > 0.0 ) 
					{
						error = 0.0;
					}
				}
				else 
				{
					error -= decay;
					if ( error < 0.0 ) 
					{
						error = 0.0;
					}
				}
			}
//.........這裏部分代碼省略.........
開發者ID:NoahBennet,項目名稱:base_enhanced,代碼行數:101,代碼來源:NPC_utils.c


注:本文中的AngleDelta函數示例由純淨天空整理自Github/MSDocs等開源代碼及文檔管理平台,相關代碼片段篩選自各路編程大神貢獻的開源項目,源碼版權歸原作者所有,傳播和使用請參考對應項目的License;未經允許,請勿轉載。