Home   Help Search Login Register  

Author Topic: Mr. Flea transformation matrix for vectorUp and vectorDir  (Read 2193 times)

0 Members and 1 Guest are viewing this topic.

Offline Mandoble

  • Former Staff
  • ****
    • Grunt ONE and MandoMissile suite
This is by far the most interesting function I've found out of here. While what it does is a simple matrix transformation, the way it does it is outstanding  :good: Definitively worth to check.

EDIT:
Just did an small script example applying that function. Put a plane flying and well visible by the player, and then execute the script:

Code: [Select]
// Loop.sqf
// Example:
// [plane1]execVM"loop.sqf"

private["_plane", "_vdir", "_dirini", "_roll", "_climb", "_climb2", "_i", "_rh", "_rv", "_res", "_particle"];
_plane = _this select 0;
setdir3d = compile (preprocessFileLineNumbers "setdir3d.sqf");

_particle = "#particlesource" createVehicle getPos _plane;


_particle setParticleParams [["\Ca\Data\ParticleEffects\FireAndSmokeAnim\SmokeAnim.p3d", 8, 3, 1], "", "Billboard", 100, 5, [0, -4, 0], [0,

0, 0], 2, 25.50 , 20, 0.6, [1, 2.5, 3, 4], [[1, 0.1, 0.1, 0], [1, 0.1, 0.1, 0.6], [1, 0.25, 0.25, 0.5], [1, 0.5, 0.5, 0]], [], 0, 0, "", "",

_plane];
_particle setDropInterval 0.01;

_vdir = vectorDir _plane;
_dirn = (_vdir select 0) atan2 (_vdir select 1);
_roll = 0;
_climb = 0;
_climb2 = 0;
_speed = sqrt((velocity _plane select 0)^2 + (velocity _plane select 1)^2);

for [{_i = 0},{_i < 3},{_i = _i + 1}] do
{
  _climb = 0;
  _climb2 = 0;

   switch (_i) do
   {
      case 0:
{
TitleText["First loop", "PLAIN DOWN"];};
      case 1
:{
TitleText["Second loop", "PLAIN DOWN"];
};
      case 2:
{
TitleText["Last loop and barrel", "PLAIN DOWN"];
};
   };

   while {_climb < 359} do
   {
      // vector based on climb angle converted into _rh and _rv, later these will be used to mount the final velocity vector
      _rh = cos(_climb)*_speed;
      _rv = sin(_climb)*_speed;

      // We set the resulting velocity vector of the plane based on its horizontal direction and climb angle
      _plane setVelocity [sin(_dirn)*_rh,cos(_dirn)*_rh,sin(_climb2)*_rv];

      // Now we apply the horizontal direction, climb angle and roll to plane's 3D model.
      _res = [_plane, [_dirn, _climb, _roll]] call setdir3d;

     // Lets keep pulling the stick back to keep doing vertical loops
      _climb = _climb + 0.5;


      // If _i == 2, lets roll a bit too       
      if (_i == 2) then {_roll = _roll + 2};

      _climb2 = _climb;
      if (_climb > 180) then {_climb2 = 360 - _climb};
      Sleep 0.002;
   };
};
Sleep 5;
deleteVehicle _particle;
« Last Edit: 19 Nov 2009, 19:03:25 by Mandoble »

Offline Mr.Peanut

  • Former Staff
  • ****
  • urp!
Re: Mr. Flea transformation matrix for vectorUp and vectorDir
« Reply #1 on: 29 May 2007, 03:10:36 »
I have a little set of functions I have been sitting on that use quaternions for rotation. So much to do so little time.
urp!