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- AttachObjectToObjectEx(attachoid, Float:off_x, Float:off_y, Float:off_z, Float:rot_x, Float:rot_y, Float:rot_z, &Float:X, &Float:Y, &Float:Z, &Float:RX, &Float:RY, &Float:RZ, pobject = -1) // By Stylock - [url]http://forum.sa-mp.com/member.php?u=114165[/url]
- {
- static
- Float:sin[3],
- Float:cos[3],
- Float:pos[3],
- Float:rot[3];
- if(pobject == -1)
- {
- GetObjectPos(attachoid, pos[0], pos[1], pos[2]);
- GetObjectRot(attachoid, rot[0], rot[1], rot[2]);
- }
- else
- {
- GetPlayerObjectPos(pobject, attachoid, pos[0], pos[1], pos[2]);
- GetPlayerObjectRot(pobject, attachoid, rot[0], rot[1], rot[2]);
- }
- EDIT_FloatEulerFix(rot[0], rot[1], rot[2]);
- cos[0] = floatcos(rot[0], degrees); cos[1] = floatcos(rot[1], degrees); cos[2] = floatcos(rot[2], degrees); sin[0] = floatsin(rot[0], degrees); sin[1] = floatsin(rot[1], degrees); sin[2] = floatsin(rot[2], degrees);
- pos[0] = pos[0] + off_x * cos[1] * cos[2] - off_x * sin[0] * sin[1] * sin[2] - off_y * cos[0] * sin[2] + off_z * sin[1] * cos[2] + off_z * sin[0] * cos[1] * sin[2];
- pos[1] = pos[1] + off_x * cos[1] * sin[2] + off_x * sin[0] * sin[1] * cos[2] + off_y * cos[0] * cos[2] + off_z * sin[1] * sin[2] - off_z * sin[0] * cos[1] * cos[2];
- pos[2] = pos[2] - off_x * cos[0] * sin[1] + off_y * sin[0] + off_z * cos[0] * cos[1];
- rot[0] = asin(cos[0] * cos[1]); rot[1] = atan2(sin[0], cos[0] * sin[1]) + rot_z; rot[2] = atan2(cos[1] * cos[2] * sin[0] - sin[1] * sin[2], cos[2] * sin[1] - cos[1] * sin[0] * -sin[2]);
- cos[0] = floatcos(rot[0], degrees); cos[1] = floatcos(rot[1], degrees); cos[2] = floatcos(rot[2], degrees); sin[0] = floatsin(rot[0], degrees); sin[1] = floatsin(rot[1], degrees); sin[2] = floatsin(rot[2], degrees);
- rot[0] = asin(cos[0] * sin[1]); rot[1] = atan2(cos[0] * cos[1], sin[0]); rot[2] = atan2(cos[2] * sin[0] * sin[1] - cos[1] * sin[2], cos[1] * cos[2] + sin[0] * sin[1] * sin[2]);
- cos[0] = floatcos(rot[0], degrees); cos[1] = floatcos(rot[1], degrees); cos[2] = floatcos(rot[2], degrees); sin[0] = floatsin(rot[0], degrees); sin[1] = floatsin(rot[1], degrees); sin[2] = floatsin(rot[2], degrees);
- rot[0] = atan2(sin[0], cos[0] * cos[1]) + rot_x; rot[1] = asin(cos[0] * sin[1]); rot[2] = atan2(cos[2] * sin[0] * sin[1] + cos[1] * sin[2], cos[1] * cos[2] - sin[0] * sin[1] * sin[2]);
- cos[0] = floatcos(rot[0], degrees); cos[1] = floatcos(rot[1], degrees); cos[2] = floatcos(rot[2], degrees); sin[0] = floatsin(rot[0], degrees); sin[1] = floatsin(rot[1], degrees); sin[2] = floatsin(rot[2], degrees);
- rot[0] = asin(cos[1] * sin[0]); rot[1] = atan2(sin[1], cos[0] * cos[1]) + rot_y; rot[2] = atan2(cos[0] * sin[2] - cos[2] * sin[0] * sin[1], cos[0] * cos[2] + sin[0] * sin[1] * sin[2]);
- X = pos[0];
- Y = pos[1];
- Z = pos[2];
- RX = rot[0];
- RY = rot[1];
- RZ = rot[2];
- }
- EDIT_FloatEulerFix(&Float:rot_x, &Float:rot_y, &Float:rot_z)
- {
- EDIT_FloatGetRemainder(rot_x, rot_y, rot_z);
- if((!floatcmp(rot_x, 0.0) || !floatcmp(rot_x, 360.0))
- && (!floatcmp(rot_y, 0.0) || !floatcmp(rot_y, 360.0)))
- {
- rot_y = 0.0000002;
- }
- return 1;
- }
- EDIT_FloatGetRemainder(&Float:rot_x, &Float:rot_y, &Float:rot_z)
- {
- EDIT_FloatRemainder(rot_x, 360.0);
- EDIT_FloatRemainder(rot_y, 360.0);
- EDIT_FloatRemainder(rot_z, 360.0);
- return 1;
- }
- EDIT_FloatRemainder(&Float:remainder, Float:value)
- {
- if(remainder >= value)
- {
- while(remainder >= value)
- {
- remainder = remainder - value;
- }
- }
- else if(remainder < 0.0)
- {
- while(remainder < 0.0)
- {
- remainder = remainder + value;
- }
- }
- return 1;
- }
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