07.12.2018, 20:45
Oi, estou tentando fazer uma inclusгo para mover objetos em massa, agrupando-os em um grupo e movendo esse grupo. Sу tenho um problema com a rotaзгo Z do objeto. Fica muito torto quando deve se mover na mesma velocidade e rotaзгo que outros objetos
Code:
yagr_MoveGroup(groupid, Float:X, Float:Y, Float:Z, Float:rZ, Float:Speed) { if(!Iter_Contains(ValidGroups, groupid)) return 0; new Float:CoordCenter[3], Float:ObjectPos[6], nmax, Float:g_sin[3], Float:g_cos[3]; yagr_GetCenterCoords(groupid, CoordCenter[0], CoordCenter[1], CoordCenter[2]); for(new i; i < MAX_GROUP_OBJECTS; i ++) { if(GroupInfo[groupid][yagr_objectid][i] != -1) { yagr_GetObjectPos(groupid, GroupInfo[groupid][yagr_objectid][i], ObjectPos[0], ObjectPos[1], ObjectPos[2], ObjectPos[3], ObjectPos[4], ObjectPos[5]); GroupInfo[groupid][yagr_obdestinyX][i] = X + (ObjectPos[0]-CoordCenter[0]); GroupInfo[groupid][yagr_obdestinyY][i] = Y + (ObjectPos[1]-CoordCenter[1]); GroupInfo[groupid][yagr_obdestinyZ][i] = Z + (ObjectPos[2]-CoordCenter[2]); yagr_ConverterValores(ObjectPos[3], ObjectPos[4], ObjectPos[5]-rZ, g_sin, g_cos); GroupInfo[groupid][yagr_obdestinyRZ][i] = atan2(g_cos[0] * g_sin[2] - g_cos[2] * g_sin[0] * g_sin[1], g_cos[0] * g_cos[2] + g_sin[0] * g_sin[1] * g_sin[2]); nmax = i; } } for(new i; i < nmax; i ++) { if(GroupInfo[groupid][yagr_objectid][i] != -1) { if(GroupInfo[groupid][yagr_objectdynamic][i]) MoveDynamicObject(GroupInfo[groupid][yagr_objectid][i], GroupInfo[groupid][yagr_obdestinyX][i], GroupInfo[groupid][yagr_obdestinyY][i], GroupInfo[groupid][yagr_obdestinyZ][i], Speed, GroupInfo[groupid][yagr_originRX][i], GroupInfo[groupid][yagr_originRY][i], GroupInfo[groupid][yagr_obdestinyRZ][i]); else MoveObject(GroupInfo[groupid][yagr_objectid][i], GroupInfo[groupid][yagr_obdestinyX][i], GroupInfo[groupid][yagr_obdestinyY][i], GroupInfo[groupid][yagr_obdestinyZ][i], Speed, GroupInfo[groupid][yagr_originRX][i], GroupInfo[groupid][yagr_originRY][i], GroupInfo[groupid][yagr_obdestinyRZ][i]); } } return 1; } yagr_GetCenterCoords(groupid, &Float:X, &Float:Y, &Float:Z) { new Float:highX = -9999999.0; new Float:highY = -9999999.0; new Float:highZ = -9999999.0; new Float:lowX = 9999999.0; new Float:lowY = 9999999.0; new Float:lowZ = 9999999.0; new count, Float:oX, Float:oY, Float:oZ, Float:null; for(new i; i < MAX_GROUP_OBJECTS; i ++) { if(GroupInfo[groupid][yagr_objectid][i] != -1) { yagr_GetObjectPos(groupid, GroupInfo[groupid][yagr_objectid][i], oX, oY, oZ, null, null, null); if(oX > highX) highX = oX; if(oY > highY) highY = oY; if(oZ > highZ) highZ = oZ; if(oX < lowX) lowX = oX; if(oY < lowY) lowY = oY; if(oZ < lowZ) lowZ = oZ; count++; } } if(count < 1) return 0; X = (highX + lowX) / 2; Y = (highY + lowY) / 2; Z = (highZ + lowZ) / 2; return 1; } yagr_ConverterValores(Float:rot_x, Float:rot_y, Float:rot_z, Float:sin[3], Float:cos[3]) { sin[0] = floatsin(rot_x, degrees); sin[1] = floatsin(rot_y, degrees); sin[2] = floatsin(rot_z, degrees); cos[0] = floatcos(rot_x, degrees); cos[1] = floatcos(rot_y, degrees); cos[2] = floatcos(rot_z, degrees); return 1; }