Esetleg ?
stock ConvertNonNormaQuatToEuler(Float: qw, Float: qx, Float:qy, Float:qz,
&Float:heading, &Float:attitude, &Float:bank)
{
new Float: sqw = qw*qw;
new Float: sqx = qx*qx;
new Float: sqy = qy*qy;
new Float: sqz = qz*qz;
new Float: unit = sqx + sqy + sqz + sqw; // if normalised is one, otherwise is correction factor
//a*n~ëe` normalised, - îäe`í, â i\"?îo`e`âíîi` n~ëó÷a`a* - i\"îe^a`ça`o`a*ëü e^î??a*e^öe`e`
new Float: test = qx*qy + qz*qw;
if (test > 0.499*unit)
{ // singularity at north pole - în~îáa*ííîn~o`ü ía` n~a*âa*?íîi` i\"îë?n~a*
heading = 2*atan2(qx,qw);
attitude = 3.141592653/2;
bank = 0;
return 1;
}
if (test < -0.499*unit)
{ // singularity at south pole - în~îáa*ííîn~o`ü ía` ??íîi` i\"îë?n~a*
heading = -2*atan2(qx,qw);
attitude = -3.141592653/2;
bank = 0;
return 1;
}
heading = atan2(2*qy*qw - 2*qx*qz, sqx - sqy - sqz + sqw);
attitude = asin(2*test/unit);
bank = atan2(2*qx*qw - 2*qy*qz, -sqx + sqy - sqz + sqw);
return 1;
}
stock GetVehicleRotation(vehicleid,&Float:heading, &Float:attitude, &Float:bank)
{
new Float:quat_w,Float:quat_x,Float:quat_y,Float:quat_z;
GetVehicleRotationQuat(vehicleid,quat_w,quat_x,quat_y,quat_z);
ConvertNonNormaQuatToEuler(quat_w,quat_x,quat_z,quat_y, heading, attitude, bank);
bank = -1*bank;
return 1;
}
///
GetVehicleRotation(vID, X, Y, Z);
Nem tesztelem le, de próbáld meg így:
new Float: vPos[ 4 ];
GetVehiclePos( GetPlayerVehicleID( playerid ), vPos[ 0 ], vPos[ 1 ], vPos[ 2 ] );
GetVehicleZAngle( GetPlayerVehicleID( playerid ), vPos[ 3 ] );
vPos[ 0 ] += ( 2 * floatsin( -vPos[ 3 ], degrees ) );
vPos[ 1 ] += ( 2 * floatcos( -vPos[ 3 ], degrees ) );
És így értelemszerûen a vPos vektorban lesznek az új koordináták( vPos[ 0 ], vPos[ 1 ], vPos[ 2 ] = x, y, z ).
Esetleg ?
stock ConvertNonNormaQuatToEuler(Float: qw, Float: qx, Float:qy, Float:qz,
&Float:heading, &Float:attitude, &Float:bank)
{
new Float: sqw = qw*qw;
new Float: sqx = qx*qx;
new Float: sqy = qy*qy;
new Float: sqz = qz*qz;
new Float: unit = sqx + sqy + sqz + sqw; // if normalised is one, otherwise is correction factor
//a*n~ëe` normalised, - îäe`í, â i\"?îo`e`âíîi` n~ëó÷a`a* - i\"îe^a`ça`o`a*ëü e^î??a*e^öe`e`
new Float: test = qx*qy + qz*qw;
if (test > 0.499*unit)
{ // singularity at north pole - în~îáa*ííîn~o`ü ía` n~a*âa*?íîi` i\"îë?n~a*
heading = 2*atan2(qx,qw);
attitude = 3.141592653/2;
bank = 0;
return 1;
}
if (test < -0.499*unit)
{ // singularity at south pole - în~îáa*ííîn~o`ü ía` ??íîi` i\"îë?n~a*
heading = -2*atan2(qx,qw);
attitude = -3.141592653/2;
bank = 0;
return 1;
}
heading = atan2(2*qy*qw - 2*qx*qz, sqx - sqy - sqz + sqw);
attitude = asin(2*test/unit);
bank = atan2(2*qx*qw - 2*qy*qz, -sqx + sqy - sqz + sqw);
return 1;
}
stock GetVehicleRotation(vehicleid,&Float:heading, &Float:attitude, &Float:bank)
{
new Float:quat_w,Float:quat_x,Float:quat_y,Float:quat_z;
GetVehicleRotationQuat(vehicleid,quat_w,quat_x,quat_y,quat_z);
ConvertNonNormaQuatToEuler(quat_w,quat_x,quat_z,quat_y, heading, attitude, bank);
bank = -1*bank;
return 1;
}
///
GetVehicleRotation(vID, X, Y, Z);
és akkor ezt most hogy használjam? attol még hogy megvan a rotation nem tudom meg mi van a kocsi elõtt :P
Ezt nézd meg.
[/quote]
Ezt meg nem értem elsõ ránézésre de azér tmég egykétszer átolvasom köszi