I need a function that takes parameters: camerax,cameray,cameraz,camerasect,camerahoriz,cameraang, screenx,screeny (xd,yd) and return x,y,z in build coordinates.
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Can somebody help with programming such functions for non classic modes?
pan = tofloat( get("camera","pan") ); tilt = tofloat( get("camera","tilt") ); fov = tofloat( get("camera","fov") ); w = tofloat( get( "applet", "width" ) ); h = tofloat( get( "applet", "height" ) ); x = tofloat( x ); y = tofloat( y ); r = (sqrt(w*w + h*h) / 2.0) / tan( gradToRad(fov/2.0) ); vx = r; vy = w/2.0 - x; vz = h/2.0 - y; pan = gradToRad( pan ); tilt = gradToRad( -tilt ); cosp = cos( pan ); sinp = sin( pan ); cost = cos( tilt ); sint = sin( tilt ); /*My * Mz*/ vx2 = vx*cost*cosp - vy*sinp + vz*cosp*sint; vy2 = vx*cost*sinp + vy*cosp + vz*sint*sinp; vz2 = -vx*sint + vz*cost; sinRes = vy2 / sqrt(vx2*vx2 + vy2*vy2); panRes = radToGrad( asin(sinRes) ); if( vx2 <= 0 && vy2 > 0 ) panRes = 180 - panRes; else if( vx2 < 0 && vy2 <= 0 ) panRes = -180 - panRes; sinRes = vz2 / sqrt(vx2*vx2 + vy2*vy2 + vz2*vz2); tiltRes = radToGrad( asin(sinRes) );
Fox, on 01 March 2016 - 12:35 AM, said:
This post has been edited by Mr. Alias Nameless: 01 March 2016 - 05:06 AM
Fox, on 01 March 2016 - 05:21 AM, said:
Mr. Alias Nameless, on 01 March 2016 - 06:17 AM, said:
Fox, on 01 March 2016 - 07:47 AM, said:
Trooper Dan, on 01 March 2016 - 09:49 AM, said:
This post has been edited by Trooper Dan: 07 March 2016 - 02:05 PM
gamevar screenx 0 0 gamevar screeny 0 0 defstate menuwhatever getuserdef .m_origin_x screenx getuserdef .m_origin_y screeny ifvare current_menu 110 // MENU_SKILL { // use screentext with the <<16 bit set, and *add* the coordinates you want to draw to screenx/y so it animates with the menu } ends onevent EVENT_DISPLAYMENUREST state menuwhatever endevent onevent EVENT_DISPLAYINACTIVEMENUREST state menuwhatever endevent
gamevar screenx 0 0 gamevar screeny 0 0 defstate menuwhatever getuserdef .m_origin_x screenx getuserdef .m_origin_y screeny ifvare RETURN 110 // MENU_SKILL { // use screentext with the <<16 bit set, and *add* the coordinates you want to draw to screenx/y so it animates with the menu } ends onevent EVENT_DISPLAYMENUREST state menuwhatever endevent onevent EVENT_DISPLAYINACTIVEMENUREST state menuwhatever endevent
Fox, on 18 March 2016 - 03:43 PM, said:
Fox, on 18 March 2016 - 06:06 PM, said:
This post has been edited by Jblade: 18 March 2016 - 11:58 PM
This post has been edited by Fox: 19 March 2016 - 12:07 AM
ifactor RIFLESHELL { move FORWARD getactor[THISACTOR].ang TEMP subvar TEMP -412 randvar TEMP2 128 addvarvar TEMP TEMP2 setactor[THISACTOR].ang TEMP }
move FORWARD getactor[THISACTOR].ang TEMP subvar TEMP -412 randvar TEMP2 128 addvarvar TEMP TEMP2 setactor[THISACTOR].ang TEMP getactor[THISACTOR].owner TEMP8 setvarvar TEMP3 sprite[TEMP8].x addvar TEMP3 256 getactor[TEMP8].ang TEMP4 addvar TEMP4 128 rotatepoint sprite[TEMP8].x sprite[TEMP8].y TEMP3 sprite[TEMP8].y TEMP4 TEMP5 TEMP6 setactor[THISACTOR].x TEMP5 setactor[THISACTOR].y TEMP6 getactor[TEMP8].z TEMP subvar TEMP 8096 ifspawnedby APLAYER { getplayer[THISACTOR].horiz TEMP2 subvar TEMP2 100 mulvar TEMP2 16 subvarvar TEMP TEMP2 } setactor[THISACTOR].z TEMP
This post has been edited by Jblade: 29 April 2016 - 12:35 PM
Mr. Alias Nameless, on 21 February 2016 - 06:35 AM, said:
This post has been edited by Mr. Alias Nameless: 12 August 2016 - 02:23 AM
Mblackwell, on 12 August 2016 - 12:46 PM, said:
This post has been edited by Mr. Alias Nameless: 15 August 2016 - 11:47 PM
sound SOMETHINGHITFORCE spawn TRANSPORTERSTAR spritepal 7
This post has been edited by stumppy84: 18 August 2016 - 05:20 PM