20.07.2011, 18:08
(
Последний раз редактировалось JernejL; 25.03.2015 в 12:12.
)
This is in a beta / work in progress state (thinking what to add, making test cases, etc..), so current natives contained are - this is the include itself:
MathPlugin.inc 1.1
There's some advanced stuff.
I'm sure everyone will appreciate the benefits of running this in native C code for greater speed and convinience of the new functions.
I am building this extra auxilary math plugin for sa-mp servers, I'm also accepting (serious, realistic) ideas on what you guys use a lot and is really tedious ( in similar philosophy like MPGetVehicleDriver reverse lookup function )
A test build of the plugin is availible here:
http://www.mathpudding.com/topsecretsamp/MathPlugin.dll (FIXED: no more dependancies on stdlib)
http://www.mathpudding.com/topsecretsamp/MathPlugin.so (32 bit linux plugin)
Big thanks to Zeex for helping out with the plugin, his new GDK was instrumental in speeding up this plugin.
Grab copy of code from https://github.com/JernejL/samp-mp and compile - code::blocks works ok for windows, you will also need a copy of Zeex's samp GDK: https://github.com/Zeex/sampgdk . Linux makefile is included too.
If you experience script crashes / glitches after compiling this on your own (happens rarely, only with specific scripts), make these changes to sampgdk, the binaries provided above already come with these modifications:
MathPlugin.inc 1.1
pawn Код:
// game helpers
native Float:MPDistanceCameraToLocation(Float:CamX, Float:CamY, Float:CamZ, Float:ObjX, Float:ObjY, Float:ObjZ, Float:FrX, Float:FrY, Float:FrZ); // calculates how distant target aim is from camera data pointed towards a certain point
native Float:MPGetVehicleUpsideDown(vehicleid); // returns values such as 1.0 as pointing up, -1.0 is totally upside down. returns -5.0 if car id is not 1..2000.
native MPGetAimTarget(PlayerID, Float:SeekRadius = 50.0); // returns player that this player is aiming at or invalid player id if no player in target area.
native MPGetTrailerTowingVehicle(vehicleid); // finds the vehicle that this trailer is attached to, returns invalid_vehicle_id if invalid or not attached to any towing vehicle.
native MPGetVehicleDriver(vehicleid); // gets vehicle driver id or invalid player id - does a quick reverse vehicle to player id lookup.
native MPGetVehicleDriverCount(vehicleid); // returns number of drivers a car has (important to solve 2 drivers 1 car issue - if you wrote any decent anticheat you know what i mean)
native MPGetVehicleOccupantCnt(vehicleid); // returns number of player a vehicle is carrying
native MPGetVehicleSurfersCnt(vehicleid); // returns number of players surfing a vehicle
native MPProjectPointOnVehicle(vehicleid, Float:v1x, Float:v1y, Float:v1z, &Float:resx, &Float:resy, &Float:resz, worldspace = 0); // projects a point on vehicle's rotation on all 3 axes.
native MPProjectPointOnPlayer(playerid, Float:v1x, Float:v1y, Float:v1z, &Float:resx, &Float:resy, &Float:resz); // projects a point on player's facing angle (x - sideways, y front/back, z = up/down).
// pure math
native Float:FMPVecLength(Float:v1x, Float:v1y, Float:v1z); // calculates length of a simple XYZ 3d vector (FAST,less precision)
native Float:MPClamp360(Float:value);
native Float:MPDistance(Float:v1x, Float:v1y, Float:v1z, Float:v2x, Float:v2y, Float:v2z); // distance between 2 points
native Float:MPDistancePointLine(Float:PointX, Float:PointY, Float:PointZ, Float:LineSx, Float:LineSy, Float:LineSz, Float:LineEx, Float:LineEy, Float:LineEz); // http://paulbourke.net/geometry/pointline/ returns super huge number 10000000 if outside of range of specified the lie segment.
native Float:MPDotProduct(Float:v1x, Float:v1y, Float:v1z, Float:v2x, Float:v2y, Float:v2z);
native Float:MPFDistance(Float:v1x, Float:v1y, Float:v1z, Float:v2x, Float:v2y, Float:v2z); // distance between 2 points (faster but less precise)
native Float:MPFSQRT(Float:value); // Faster sqrt (****** the 0x5f3759df method)
native Float:MPVecLength(Float:v1x, Float:v1y, Float:v1z); // calculates length of a simple XYZ 3d vector
native MPCrossProduct(Float:v1x, Float:v1y, Float:v1z, Float:v2x, Float:v2y, Float:v2z, &Float:resx, &Float:resy, &Float:resz);
native MPFNormalize(&Float:vx, &Float:vy, &Float:vz); // fast float normalization of a vector to unit-length (makes whatever vector 1.0 long, purely to preserve direction and be able to scale it controllably)
native MPInterpolatePoint(Float:v1x, Float:v1y, Float:v1z, Float:v2x, Float:v2y, Float:v2z, &Float:resx, &Float:resy, &Float:resz, Float:distance);
native MPFloatIsFinite(Float:in); // returns 1 if floating point is finite (when it is NOT NaN or INF)
native Float:MPFiniteFloat(Float:in, Float:alternative = 0.0); // returns the same floating point as received, but if the number is not finite (INF / NaN) it will return the second parameter.
native Float:MPReturnInf(positive); // returns a invalid float - infinite (+inf / -inf)
native Float:MPReturnNan(positive); // returns a invalid float - NaN (+NaN / -NaN)
I'm sure everyone will appreciate the benefits of running this in native C code for greater speed and convinience of the new functions.
I am building this extra auxilary math plugin for sa-mp servers, I'm also accepting (serious, realistic) ideas on what you guys use a lot and is really tedious ( in similar philosophy like MPGetVehicleDriver reverse lookup function )
A test build of the plugin is availible here:
http://www.mathpudding.com/topsecretsamp/MathPlugin.dll (FIXED: no more dependancies on stdlib)
http://www.mathpudding.com/topsecretsamp/MathPlugin.so (32 bit linux plugin)
Big thanks to Zeex for helping out with the plugin, his new GDK was instrumental in speeding up this plugin.
Grab copy of code from https://github.com/JernejL/samp-mp and compile - code::blocks works ok for windows, you will also need a copy of Zeex's samp GDK: https://github.com/Zeex/sampgdk . Linux makefile is included too.
If you experience script crashes / glitches after compiling this on your own (happens rarely, only with specific scripts), make these changes to sampgdk, the binaries provided above already come with these modifications:
Код:
In wrapper.cpp comment this out: //sampgdk::InitializeCallbacks(); amxapihooks.cpp - comment this out: //amxFindPublicHook.Install(amxExportsTable[PLUGIN_AMX_EXPORT_FindPublic], (void*)FindPublic); //amxExecHook.Install(amxExportsTable[PLUGIN_AMX_EXPORT_Exec], (void*)Exec);
- Update on 13 august:
fixed MPGetVehicleOccupantCnt (it only counted drivers)
added MPGetVehicleSurfersCnt
added MPProjectPointOnPlayer
- Update on 25 march 2015:
native MPFloatIsFinite(Float:in); // returns 1 if floating point is finite (when it is NOT NaN or INF)
native Float:MPFiniteFloat(Float:in, Float:alternative = 0.0); // returns the same floating point as received, but if the number is not finite (INF / NaN) it will return the second parameter.
native Float:MPReturnInf(positive); // returns a invalid float - infinite (+inf / -inf)
native Float:MPReturnNan(positive); // returns a invalid float - NaN (+NaN / -NaN)