// gutamatics projection data caching and other functions from SWWM GZ Struct dt_ProjectionData { dt_GM_Matrix wtc; int viewx, viewy, vieww, viewh; } Class dt_Utility { // gutamatics caching static clearscope void PrepareProjData( out dt_ProjectionData d, Vector3 viewpos, double angle, double pitch, double roll, double fov ) { double aspect = Screen.GetAspectRatio(); // vertical fov double fovratio = (aspect>=1.3)?1.333333:aspect; double fovy = 2.*atan(tan(clamp(fov,5,170)/2.)/fovratio); // world→clip matrix dt_GM_Matrix view = dt_GM_Matrix.view(viewpos,angle,pitch,roll); dt_GM_Matrix perp = dt_GM_Matrix.perspective(fovy,aspect,5,65535); d.wtc = perp.multiplyMatrix(view); // screen coord data int sblocks = CVar.FindCVar('screenblocks').GetInt(); int viewx, viewy, vieww, viewh; [viewx, viewy, vieww, viewh] = Screen.GetViewWindow(); int sh = Screen.GetHeight(); int h = sh; if ( sblocks < 10 ) h = (sblocks*sh/10)&~7; int bottom = sh-(h+viewy-((h-viewh)/2)); d.viewx = viewx; d.viewy = sh-bottom-h; d.vieww = vieww; d.viewh = h; } static clearscope Vector3 ProjectPoint( dt_ProjectionData d, Vector3 worldpos ) { return d.wtc.multiplyVector3(worldpos).asVector3(); } static clearscope Vector2 NDCToViewport( dt_ProjectionData d, Vector3 ndc ) { return (d.viewx,d.viewy)+(((ndc.x+1)*d.vieww)/2,((-ndc.y+1)*d.viewh)/2); } // checks if a point is inside the viewport static clearscope bool TestScreenBounds( dt_ProjectionData d, Vector2 vpos ) { return ((vpos.x == clamp(vpos.x,d.viewx,d.viewx+d.vieww)) && (vpos.y == clamp(vpos.y,d.viewy,d.viewy+d.viewh))); } static clearscope Vector3 Vec3FromAngle( double angle, double pitch ) { return (cos(angle)*cos(pitch),sin(angle)*cos(pitch),-sin(pitch)); } static clearscope Vector3 CircleOffset( Vector3 y, Vector3 z, double angle, double radius ) { return (y*cos(angle)*radius+z*sin(angle)*radius); } static clearscope Vector3 ConeSpread( Vector3 x, Vector3 y, Vector3 z, double angle, double spread ) { return (x+y*cos(angle)*spread+z*sin(angle)*spread).unit(); } static clearscope Vector3, Vector3, Vector3 GetAxes( double angle, double pitch, double roll ) { Vector3 x = (1,0,0), y = (0,-1,0), z = (0,0,1); Quat r = Quat.FromAngles(angle,pitch,roll); return r*x, r*y, r*z; } // included here until Gutamatics updates to use native quaternions static double, double, double ToAngles( Quat q ) { double angle = 0., pitch = 0., roll = 0.; double stest = q.z*q.x-q.w*q.y; double angY = 2.*(q.w*q.z+q.x*q.y); double angX = 1.-2.*(q.y*q.y+q.z*q.z); if ( stest < -.4999995 ) { angle = atan2(angY,angX); pitch = 90.; roll = dt_GM_GlobalMaths.Normalize180(angle+(2.*atan2(q.x,q.w))); } else if ( stest > .4999995 ) { angle = atan2(angY,angX); pitch = -90.; roll = dt_GM_GlobalMaths.Normalize180(angle+(2.*atan2(q.x,q.w))); } else { angle = atan2(angY,angX); pitch = -asin(2.*stest); roll = atan2(2.*(q.w*q.x+q.y*q.z),1.-2.*(q.x*q.x+q.y*q.y)); } return angle, pitch, roll; } // for aiming and shooting static Vector3 GetPlayerViewDir( Actor player ) { Quat r = Quat.FromAngles(player.angle,player.pitch,player.roll); return r*(1,0,0); } static play Vector3 GetPlayerAimDir( Actor player ) { FTranslatedLineTarget t; double pitch = player.BulletSlope(t); Quat r; if ( !t.linetarget ) r = Quat.FromAngles(player.angle,player.pitch,player.roll); else r = Quat.FromAngles(player.angle,pitch,player.roll); return r*(1,0,0); } static Vector3, Vector3, Vector3 GetPlayerAxes( Actor player ) { Quat r = Quat.FromAngles(player.angle,player.pitch,player.roll); return r*(1,0,0), r*(0,-1,0), r*(0,0,1); } static play Vector3, Vector3, Vector3 GetPlayerAxesAutoAimed( Actor player ) { FTranslatedLineTarget t; double pitch = player.BulletSlope(t); Quat r; if ( !t.linetarget ) r = Quat.FromAngles(player.angle,player.pitch,player.roll); else r = Quat.FromAngles(player.angle,pitch,player.roll); return r*(1,0,0), r*(0,-1,0), r*(0,0,1); } static Vector3 GetPlayerEye( Actor player ) { if ( !player.viewpos ) return player.Vec2OffsetZ(0,0,player.player.viewz); if ( player.viewpos.flags&VPSF_ABSOLUTEPOS ) return player.viewpos.offset; Vector3 origin = player.Vec2OffsetZ(0,0,player.player.viewz); if ( player.viewpos.flags&VPSF_ABSOLUTEOFFSET ) return level.Vec3Offset(origin,player.viewpos.offset); Quat r = Quat.FromAngles(player.angle,player.pitch,player.roll); return level.Vec3Offset(origin,r*player.viewpos.offset); } static Vector3 GetFireOffset( Actor player, double x, double y, double z ) { Vector3 origin = GetPlayerEye(player); Quat r = Quat.FromAngles(player.angle,player.pitch,player.roll); return level.Vec3Offset(origin,r*(x,-y,z)); } }