Normalize() public static method

public static Normalize ( Vector3 &v ) : float
v Vector3
return float
Esempio n. 1
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        /// <summary>
        /// R_TeleportSplash
        /// </summary>
        public static void TeleportSplash(ref Vector3 org)
        {
            for (int i = -16; i < 16; i += 4)
            {
                for (int j = -16; j < 16; j += 4)
                {
                    for (int k = -24; k < 32; k += 4)
                    {
                        particle_t p = AllocParticle();
                        if (p == null)
                        {
                            return;
                        }

                        p.die   = (float)(Client.cl.time + 0.2 + (Sys.Random() & 7) * 0.02);
                        p.color = 7 + (Sys.Random() & 7);
                        p.type  = ptype_t.pt_slowgrav;

                        Vector3 dir = new Vector3(j * 8, i * 8, k * 8);

                        p.org = org + new Vector3(i + (Sys.Random() & 3), j + (Sys.Random() & 3), k + (Sys.Random() & 3));

                        Mathlib.Normalize(ref dir);
                        float vel = 50 + (Sys.Random() & 63);
                        p.vel = dir * vel;
                    }
                }
            }
        }
Esempio n. 2
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        /// <summary>
        /// R_LavaSplash
        /// </summary>
        public static void LavaSplash(ref Vector3 org)
        {
            Vector3 dir;

            for (int i = -16; i < 16; i++)
            {
                for (int j = -16; j < 16; j++)
                {
                    for (int k = 0; k < 1; k++)
                    {
                        particle_t p = AllocParticle();
                        if (p == null)
                        {
                            return;
                        }

                        p.die   = (float)(Client.cl.time + 2 + (Sys.Random() & 31) * 0.02);
                        p.color = 224 + (Sys.Random() & 7);
                        p.type  = ptype_t.pt_slowgrav;

                        dir.X = j * 8 + (Sys.Random() & 7);
                        dir.Y = i * 8 + (Sys.Random() & 7);
                        dir.Z = 256;

                        p.org    = org + dir;
                        p.org.Z += Sys.Random() & 63;

                        Mathlib.Normalize(ref dir);
                        float vel = 50 + (Sys.Random() & 63);
                        p.vel = dir * vel;
                    }
                }
            }
        }
Esempio n. 3
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        /// <summary>
        /// SV_AirAccelerate
        /// </summary>
        static void AirAccelerate(Vector3 wishveloc)
        {
            float wishspd = Mathlib.Normalize(ref wishveloc);

            if (wishspd > 30)
            {
                wishspd = 30;
            }
            float currentspeed = Vector3.Dot(Common.ToVector(ref _Player.v.velocity), wishveloc);
            float addspeed     = wishspd - currentspeed;

            if (addspeed <= 0)
            {
                return;
            }
            float accelspeed = (float)(_Accelerate.Value * _WishSpeed * Host.FrameTime);

            if (accelspeed > addspeed)
            {
                accelspeed = addspeed;
            }

            wishveloc            *= accelspeed;
            _Player.v.velocity.x += wishveloc.X;
            _Player.v.velocity.y += wishveloc.Y;
            _Player.v.velocity.z += wishveloc.Z;
        }
Esempio n. 4
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        /*
         * =================
         * PF_normalize
         *
         * vector normalize(vector)
         * =================
         */
        static unsafe void PF_normalize()
        {
            float * value1 = GetVector(OFS.OFS_PARM0);
            Vector3 tmp;

            Copy(value1, out tmp);
            Mathlib.Normalize(ref tmp);

            ReturnVector(ref tmp);
        }
Esempio n. 5
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        static void DropPunchAngle()
        {
            Vector3 v   = Common.ToVector(ref _Player.v.punchangle);
            double  len = Mathlib.Normalize(ref v) - 10 * Host.FrameTime;

            if (len < 0)
            {
                len = 0;
            }
            v *= (float)len;
            Mathlib.Copy(ref v, out _Player.v.punchangle);
        }
Esempio n. 6
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        static bool IsCollinear(float[] prev, float[] cur, float[] next)
        {
            Vector3 v1 = new Vector3(cur[0] - prev[0], cur[1] - prev[1], cur[2] - prev[2]);

            Mathlib.Normalize(ref v1);
            Vector3 v2 = new Vector3(next[0] - prev[0], next[1] - prev[1], next[2] - prev[2]);

            Mathlib.Normalize(ref v2);
            v1 -= v2;
            return((Math.Abs(v1.X) <= COLINEAR_EPSILON) &&
                   (Math.Abs(v1.Y) <= COLINEAR_EPSILON) &&
                   (Math.Abs(v1.Z) <= COLINEAR_EPSILON));
        }
Esempio n. 7
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        /// <summary>
        /// SV_AirMove
        /// </summary>
        static void AirMove()
        {
            Vector3 pangles = Common.ToVector(ref _Player.v.angles);

            Mathlib.AngleVectors(ref pangles, out _Forward, out _Right, out _Up);

            float fmove = _Cmd.forwardmove;
            float smove = _Cmd.sidemove;

            // hack to not let you back into teleporter
            if (sv.time < _Player.v.teleport_time && fmove < 0)
            {
                fmove = 0;
            }

            Vector3 wishvel = _Forward * fmove + _Right * smove;

            if ((int)_Player.v.movetype != Movetypes.MOVETYPE_WALK)
            {
                wishvel.Z = _Cmd.upmove;
            }
            else
            {
                wishvel.Z = 0;
            }

            _WishDir   = wishvel;
            _WishSpeed = Mathlib.Normalize(ref _WishDir);
            if (_WishSpeed > _MaxSpeed.Value)
            {
                wishvel   *= _MaxSpeed.Value / _WishSpeed;
                _WishSpeed = _MaxSpeed.Value;
            }

            if (_Player.v.movetype == Movetypes.MOVETYPE_NOCLIP)
            {
                // noclip
                Mathlib.Copy(ref wishvel, out _Player.v.velocity);
            }
            else if (_OnGround)
            {
                UserFriction();
                Accelerate();
            }
            else
            {   // not on ground, so little effect on velocity
                AirAccelerate(wishvel);
            }
        }
Esempio n. 8
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        // SND_Spatialize
        static void Spatialize(channel_t ch)
        {
            // anything coming from the view entity will allways be full volume
            if (ch.entnum == Client.Cl.viewentity)
            {
                ch.leftvol  = ch.master_vol;
                ch.rightvol = ch.master_vol;
                return;
            }

            // calculate stereo seperation and distance attenuation
            SFX     snd        = ch.sfx;
            Vector3 source_vec = ch.origin - _ListenerOrigin;

            float dist = Mathlib.Normalize(ref source_vec) * ch.dist_mult;
            float dot  = Vector3.Dot(_ListenerRight, source_vec);

            float rscale, lscale;

            if (_shm.channels == 1)
            {
                rscale = 1.0f;
                lscale = 1.0f;
            }
            else
            {
                rscale = 1.0f + dot;
                lscale = 1.0f - dot;
            }

            // add in distance effect
            float scale = (1.0f - dist) * rscale;

            ch.rightvol = (int)(ch.master_vol * scale);
            if (ch.rightvol < 0)
            {
                ch.rightvol = 0;
            }

            scale      = (1.0f - dist) * lscale;
            ch.leftvol = (int)(ch.master_vol * scale);
            if (ch.leftvol < 0)
            {
                ch.leftvol = 0;
            }
        }
Esempio n. 9
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        /// <summary>
        /// R_RocketTrail
        /// </summary>
        public static void RocketTrail(ref Vector3 start, ref Vector3 end, int type)
        {
            Vector3 vec = end - start;
            float   len = Mathlib.Normalize(ref vec);
            int     dec;

            if (type < 128)
            {
                dec = 3;
            }
            else
            {
                dec   = 1;
                type -= 128;
            }

            while (len > 0)
            {
                len -= dec;

                particle_t p = AllocParticle();
                if (p == null)
                {
                    return;
                }

                p.vel = Vector3.Zero;
                p.die = (float)Client.cl.time + 2;

                switch (type)
                {
                case 0:         // rocket trail
                    p.ramp  = (Sys.Random() & 3);
                    p.color = _Ramp3[(int)p.ramp];
                    p.type  = ptype_t.pt_fire;
                    p.org   = new Vector3(start.X + ((Sys.Random() % 6) - 3),
                                          start.Y + ((Sys.Random() % 6) - 3), start.Z + ((Sys.Random() % 6) - 3));
                    break;

                case 1:         // smoke smoke
                    p.ramp  = (Sys.Random() & 3) + 2;
                    p.color = _Ramp3[(int)p.ramp];
                    p.type  = ptype_t.pt_fire;
                    p.org   = new Vector3(start.X + ((Sys.Random() % 6) - 3),
                                          start.Y + ((Sys.Random() % 6) - 3), start.Z + ((Sys.Random() % 6) - 3));
                    break;

                case 2:         // blood
                    p.type  = ptype_t.pt_grav;
                    p.color = 67 + (Sys.Random() & 3);
                    p.org   = new Vector3(start.X + ((Sys.Random() % 6) - 3),
                                          start.Y + ((Sys.Random() % 6) - 3), start.Z + ((Sys.Random() % 6) - 3));
                    break;

                case 3:
                case 5:         // tracer
                    p.die  = (float)Client.cl.time + 0.5f;
                    p.type = ptype_t.pt_static;
                    if (type == 3)
                    {
                        p.color = 52 + ((_TracerCount & 4) << 1);
                    }
                    else
                    {
                        p.color = 230 + ((_TracerCount & 4) << 1);
                    }

                    _TracerCount++;

                    p.org = start;
                    if ((_TracerCount & 1) != 0)
                    {
                        p.vel.X = 30 * vec.Y;     // Uze: why???
                        p.vel.Y = 30 * -vec.X;
                    }
                    else
                    {
                        p.vel.X = 30 * -vec.Y;
                        p.vel.Y = 30 * vec.X;
                    }
                    break;

                case 4:         // slight blood
                    p.type  = ptype_t.pt_grav;
                    p.color = 67 + (Sys.Random() & 3);
                    p.org   = new Vector3(start.X + ((Sys.Random() % 6) - 3),
                                          start.Y + ((Sys.Random() % 6) - 3), start.Z + ((Sys.Random() % 6) - 3));
                    len -= 3;
                    break;

                case 6:         // voor trail
                    p.color = 9 * 16 + 8 + (Sys.Random() & 3);
                    p.type  = ptype_t.pt_static;
                    p.die   = (float)Client.cl.time + 0.3f;
                    p.org   = new Vector3(start.X + ((Sys.Random() % 15) - 8),
                                          start.Y + ((Sys.Random() % 15) - 8), start.Z + ((Sys.Random() % 15) - 8));
                    break;
                }

                start += vec;
            }
        }
Esempio n. 10
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        /// <summary>
        /// SV_WaterMove
        /// </summary>
        static void WaterMove()
        {
            //
            // user intentions
            //
            Vector3 pangle = Common.ToVector(ref _Player.v.v_angle);

            Mathlib.AngleVectors(ref pangle, out _Forward, out _Right, out _Up);
            Vector3 wishvel = _Forward * _Cmd.forwardmove + _Right * _Cmd.sidemove;

            if (_Cmd.forwardmove == 0 && _Cmd.sidemove == 0 && _Cmd.upmove == 0)
            {
                wishvel.Z -= 60;                // drift towards bottom
            }
            else
            {
                wishvel.Z += _Cmd.upmove;
            }

            float wishspeed = wishvel.Length;

            if (wishspeed > _MaxSpeed.Value)
            {
                wishvel  *= _MaxSpeed.Value / wishspeed;
                wishspeed = _MaxSpeed.Value;
            }
            wishspeed *= 0.7f;

            //
            // water friction
            //
            float newspeed, speed = Mathlib.Length(ref _Player.v.velocity);

            if (speed != 0)
            {
                newspeed = (float)(speed - Host.FrameTime * speed * _Friction.Value);
                if (newspeed < 0)
                {
                    newspeed = 0;
                }
                Mathlib.VectorScale(ref _Player.v.velocity, newspeed / speed, out _Player.v.velocity);
            }
            else
            {
                newspeed = 0;
            }

            //
            // water acceleration
            //
            if (wishspeed == 0)
            {
                return;
            }

            float addspeed = wishspeed - newspeed;

            if (addspeed <= 0)
            {
                return;
            }

            Mathlib.Normalize(ref wishvel);
            float accelspeed = (float)(_Accelerate.Value * wishspeed * Host.FrameTime);

            if (accelspeed > addspeed)
            {
                accelspeed = addspeed;
            }

            wishvel *= accelspeed;
            _Player.v.velocity.x += wishvel.X;
            _Player.v.velocity.y += wishvel.Y;
            _Player.v.velocity.z += wishvel.Z;
        }
Esempio n. 11
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        // CL_UpdateTEnts
        static void UpdateTempEntities()
        {
            _NumTempEntities = 0;

            // update lightning
            for (int i = 0; i < MAX_BEAMS; i++)
            {
                beam_t b = _Beams[i];
                if (b.model == null || b.endtime < cl.time)
                {
                    continue;
                }

                // if coming from the player, update the start position
                if (b.entity == cl.viewentity)
                {
                    b.start = _Entities[cl.viewentity].origin;
                }

                // calculate pitch and yaw
                Vector3 dist = b.end - b.start;
                float   yaw, pitch, forward;

                if (dist.Y == 0 && dist.X == 0)
                {
                    yaw = 0;
                    if (dist.Z > 0)
                    {
                        pitch = 90;
                    }
                    else
                    {
                        pitch = 270;
                    }
                }
                else
                {
                    yaw = (int)(Math.Atan2(dist.Y, dist.X) * 180 / Math.PI);
                    if (yaw < 0)
                    {
                        yaw += 360;
                    }

                    forward = (float)Math.Sqrt(dist.X * dist.X + dist.Y * dist.Y);
                    pitch   = (int)(Math.Atan2(dist.Z, forward) * 180 / Math.PI);
                    if (pitch < 0)
                    {
                        pitch += 360;
                    }
                }

                // add new entities for the lightning
                Vector3 org = b.start;
                float   d   = Mathlib.Normalize(ref dist);
                while (d > 0)
                {
                    entity_t ent = NewTempEntity();
                    if (ent == null)
                    {
                        return;
                    }

                    ent.origin   = org;
                    ent.model    = b.model;
                    ent.angles.X = pitch;
                    ent.angles.Y = yaw;
                    ent.angles.Z = Sys.Random() % 360;

                    org += dist * 30;
                    // Uze: is this code bug (i is outer loop variable!!!) or what??????????????
                    //for (i=0 ; i<3 ; i++)
                    //    org[i] += dist[i]*30;
                    d -= 30;
                }
            }
        }
Esempio n. 12
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        // V_ParseDamage
        public static void ParseDamage()
        {
            int     armor = Net.Reader.ReadByte();
            int     blood = Net.Reader.ReadByte();
            Vector3 from  = Net.Reader.ReadCoords();

            float count = blood * 0.5f + armor * 0.5f;

            if (count < 10)
            {
                count = 10;
            }

            client_state_t cl = Client.cl;

            cl.faceanimtime = (float)cl.time + 0.2f; // put sbar face into pain frame

            cl.cshifts[ColorShift.CSHIFT_DAMAGE].percent += (int)(3 * count);
            if (cl.cshifts[ColorShift.CSHIFT_DAMAGE].percent < 0)
            {
                cl.cshifts[ColorShift.CSHIFT_DAMAGE].percent = 0;
            }
            if (cl.cshifts[ColorShift.CSHIFT_DAMAGE].percent > 150)
            {
                cl.cshifts[ColorShift.CSHIFT_DAMAGE].percent = 150;
            }

            if (armor > blood)
            {
                cl.cshifts[ColorShift.CSHIFT_DAMAGE].destcolor[0] = 200;
                cl.cshifts[ColorShift.CSHIFT_DAMAGE].destcolor[1] = 100;
                cl.cshifts[ColorShift.CSHIFT_DAMAGE].destcolor[2] = 100;
            }
            else if (armor != 0)
            {
                cl.cshifts[ColorShift.CSHIFT_DAMAGE].destcolor[0] = 220;
                cl.cshifts[ColorShift.CSHIFT_DAMAGE].destcolor[1] = 50;
                cl.cshifts[ColorShift.CSHIFT_DAMAGE].destcolor[2] = 50;
            }
            else
            {
                cl.cshifts[ColorShift.CSHIFT_DAMAGE].destcolor[0] = 255;
                cl.cshifts[ColorShift.CSHIFT_DAMAGE].destcolor[1] = 0;
                cl.cshifts[ColorShift.CSHIFT_DAMAGE].destcolor[2] = 0;
            }

            //
            // calculate view angle kicks
            //
            entity_t ent = Client.Entities[cl.viewentity];

            from -= ent.origin; //  VectorSubtract (from, ent->origin, from);
            Mathlib.Normalize(ref from);

            Vector3 forward, right, up;

            Mathlib.AngleVectors(ref ent.angles, out forward, out right, out up);

            float side = Vector3.Dot(from, right);

            _DmgRoll = count * side * _KickRoll.Value;

            side      = Vector3.Dot(from, forward);
            _DmgPitch = count * side * _KickPitch.Value;

            _DmgTime = _KickTime.Value;
        }
Esempio n. 13
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        /*
         * =============
         * PF_aim
         *
         * Pick a vector for the player to shoot along
         * vector aim(entity, missilespeed)
         * =============
         */
        static void PF_aim()
        {
            edict_t ent   = GetEdict(OFS.OFS_PARM0);
            float   speed = GetFloat(OFS.OFS_PARM1);

            Vector3 start = Common.ToVector(ref ent.v.origin);

            start.Z += 20;

            // try sending a trace straight
            Vector3 dir;

            Mathlib.Copy(ref Progs.GlobalStruct.v_forward, out dir);
            Vector3 end = start + dir * 2048;
            trace_t tr  = Server.Move(ref start, ref Common.ZeroVector, ref Common.ZeroVector, ref end, 0, ent);

            if (tr.ent != null && tr.ent.v.takedamage == Damages.DAMAGE_AIM &&
                (Host.TeamPlay == 0 || ent.v.team <= 0 || ent.v.team != tr.ent.v.team))
            {
                ReturnVector(ref Progs.GlobalStruct.v_forward);
                return;
            }

            // try all possible entities
            Vector3 bestdir  = dir;
            float   bestdist = Server.Aim;
            edict_t bestent  = null;

            for (int i = 1; i < Server.sv.num_edicts; i++)
            {
                edict_t check = Server.sv.edicts[i];
                if (check.v.takedamage != Damages.DAMAGE_AIM)
                {
                    continue;
                }

                if (check == ent)
                {
                    continue;
                }

                if (Host.TeamPlay != 0 && ent.v.team > 0 && ent.v.team == check.v.team)
                {
                    continue;   // don't aim at teammate
                }

                v3f tmp;
                Mathlib.VectorAdd(ref check.v.mins, ref check.v.maxs, out tmp);
                Mathlib.VectorMA(ref check.v.origin, 0.5f, ref tmp, out tmp);
                Mathlib.Copy(ref tmp, out end);

                dir = end - start;
                Mathlib.Normalize(ref dir);
                float dist = Vector3.Dot(dir, Common.ToVector(ref Progs.GlobalStruct.v_forward));
                if (dist < bestdist)
                {
                    continue;   // to far to turn
                }

                tr = Server.Move(ref start, ref Common.ZeroVector, ref Common.ZeroVector, ref end, 0, ent);
                if (tr.ent == check)
                {       // can shoot at this one
                    bestdist = dist;
                    bestent  = check;
                }
            }

            if (bestent != null)
            {
                v3f dir2, end2;
                Mathlib.VectorSubtract(ref bestent.v.origin, ref ent.v.origin, out dir2);
                float dist = Mathlib.DotProduct(ref dir2, ref Progs.GlobalStruct.v_forward);
                Mathlib.VectorScale(ref Progs.GlobalStruct.v_forward, dist, out end2);
                end2.z = dir2.z;
                Mathlib.Normalize(ref end2);
                ReturnVector(ref end2);
            }
            else
            {
                ReturnVector(ref bestdir);
            }
        }