1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 136 137 138 139 140 141 142 143 144 145 146 147 148 149 150 151 152 153 154 155 156 157 158 159 160 161 162 163 164 165 166 167 168 169 170 171 172 173 174 175 176 177 178 179 180 181 182 183 184 185 186 187 188 189 190 191 192 193 194 195 196 197 198 199 200 201 202 203 204 205 206 207 208 209 210 211 212 213 214 215 216 217 218 219 220 221 222 223 224 225 226 227 228 229 230 231 232 233 234 235 236 237 238 239 240 241 242 243 244 245 246 247 248 249 250 251 252 253 254 255 256 257 258 259 260 261 262 263 264 265 266 267 268 269 270 271 272 273 274 275 276 277 278 279 280 281 282 283 284 285 286 287 288 289 290 291 292 293 294 295 296 297 298 299 300 301 302 303 304 305 306 307 308 309 310 311 312 313 314 315 316 317 318 319 320 321 322 323 324 325 326 327 328 329 330 331 332 333 334 335 336 337 338 339 340 341 342 343 344 345 346 347 348 349 350 351 352 353 354 355 356 357 358 359 360 361 362 363 364
|
/*
GameSpy GT2 SDK
GT2Action - sample app
Dan "Mr. Pants" Schoenblum
dan@gamespy.com
Copyright 2000 GameSpy Industries, Inc
*/
#include <math.h>
#include <float.h>
#include <limits.h>
#include "gt2aMain.h"
#include "gt2aMath.h"
#define PI 3.1415926535897932384626433832795
#define PI_DIV_180 (PI / 180)
byte * CopyV3b
(
V3b dest,
const V3b src
)
{
dest[0] = src[0];
dest[1] = src[1];
dest[2] = src[2];
return dest;
}
byte * SetV3b
(
V3b dest,
byte src0,
byte src1,
byte src2
)
{
dest[0] = src0;
dest[1] = src1;
dest[2] = src2;
return dest;
}
float * CopyV2f
(
V2f dest,
const V2f src
)
{
dest[0] = src[0];
dest[1] = src[1];
return dest;
}
float * SetV2f
(
V2f dest,
float src0,
float src1
)
{
dest[0] = src0;
dest[1] = src1;
return dest;
}
float * ScaleV2f
(
V2f dest,
const V2f src,
float scale
)
{
dest[0] = (src[0] * scale);
dest[1] = (src[1] * scale);
return dest;
}
float * AddV2f
(
V2f dest,
const V2f src0,
const V2f src1
)
{
dest[0] = (src0[0] + src1[0]);
dest[1] = (src0[1] + src1[1]);
return dest;
}
float * SubV2f
(
V2f dest,
const V2f src0,
const V2f src1
)
{
dest[0] = (src0[0] - src1[0]);
dest[1] = (src0[1] - src1[1]);
return dest;
}
float * SubScalarV2f
(
V2f dest,
const V2f src,
float scalar
)
{
dest[0] = (src[0] - scalar);
dest[1] = (src[1] - scalar);
return dest;
}
float LenV2f
(
const V2f src
)
{
return (float)sqrt((src[0] * src[0]) + (src[1] * src[1]));
}
float DistanceV2f
(
const V2f src0,
const V2f src1
)
{
V2f temp;
SubV2f(temp, src0, src1);
return LenV2f(temp);
}
float * ClampV2f
(
V2f dest,
const V2f src,
float min,
float max
)
{
float temp;
int i;
for(i = 0 ; i < 2 ; i++)
{
temp = src[i];
if(temp > max)
dest[i] = max;
else if(temp < min)
dest[i] = min;
else
dest[i] = temp;
}
return dest;
}
float ClampRotation
(
float rotation
)
{
while(rotation >= 360)
rotation -= 360;
while(rotation < 0)
rotation += 360;
return rotation;
}
int ClampInt
(
int num,
int min,
int max
)
{
if(num < min)
num = min;
else if(num > max)
num = max;
return num;
}
float * RotationToVector
(
V2f dest,
float rotation
)
{
// Convert to radians.
//////////////////////
rotation = (float)(rotation * PI_DIV_180);
dest[0] = (float)sin(rotation);
dest[1] = (float)cos(rotation);
return dest;
}
float * ComputeNewPosition
(
V2f dest,
const V2f position,
int motion,
float rotation,
unsigned long diff,
int unitsPerSec,
GT2Bool clamp
)
{
V2f forward;
float scale;
// Check for no motion.
///////////////////////
if(!motion)
{
CopyV2f(dest, position);
return dest;
}
// Get the direction we're facing.
//////////////////////////////////
RotationToVector(forward, rotation);
// Scale it based on the amount of time.
////////////////////////////////////////
scale = (float)(diff * unitsPerSec / 1000);
if(motion == BACKWARD)
scale = -scale;
ScaleV2f(forward, forward, scale);
// Update the position.
///////////////////////
AddV2f(dest, position, forward);
// Clamp it.
////////////
if(clamp)
ClampV2f(dest, dest, 0, MAP_MAX);
return dest;
}
float ComputeNewRotation
(
float rotation,
int turning,
unsigned long diff,
float degreesPerMilliSec
)
{
// Turn.
////////
rotation += (turning * (diff * degreesPerMilliSec));
// Clamp it to between 0 and 360.
/////////////////////////////////
while(rotation >= 360)
rotation -= 360;
while(rotation < 0)
rotation += 360;
return rotation;
}
float RandomFloat
(
float minFloat,
float maxFloat,
GT2Bool maxInclusive
)
{
float num;
num = rand();
num *= (maxFloat - minFloat);
num /= (RAND_MAX + (maxInclusive?0:1));
num += minFloat;
return num;
}
int RandomInt
(
int minInt,
int maxInt
)
{
return (minInt + ((rand() * (maxInt - minInt + 1)) / (RAND_MAX + 1)));
}
unsigned short RotationToUnsignedShort
(
float rotation
)
{
rotation *= 0xFFFF;
rotation /= 360;
if(rotation < 0)
rotation = 0;
if(rotation > 0xFFFF)
rotation = 0xFFFF;
return (unsigned short)rotation;
}
float UnsignedShortToRotation
(
unsigned short packedRotation
)
{
float rotation;
rotation = packedRotation;
rotation *= 360;
rotation /= 0xFFFF;
return ClampRotation(rotation);
}
unsigned short PositionToUnsignedShort
(
float position
)
{
position += (MAP_EXTRA / 2);
position *= 0xFFFF;
position /= (MAP_MAX + MAP_EXTRA);
if(position < 0)
position = 0;
else if(position > USHRT_MAX)
position = USHRT_MAX;
return (unsigned short)position;
}
float UnsignedShortToPosition
(
unsigned short packedPosition
)
{
float position;
position = packedPosition;
position *= (MAP_MAX + MAP_EXTRA);
position /= 0xFFFF;
position -= (MAP_EXTRA / 2);
return position;
}
|