Difference between revisions of "Simulating new functions"
imported>JustTim (corrected my horrible math mistakes ^^) |
imported>JustTim m (a little typo) |
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;CALL float Arctan(float tan) | ;CALL float Arctan(float tan) | ||
set f.fin1 to f.tan | set f.fin1 to f.tan | ||
setStage f | setStage f 10 | ||
if f.fout > (f.pi/2) | if f.fout > (f.pi/2) |
Revision as of 17:38, 8 May 2006
Writing complex scripts for oblivion can be very painful and frustrating. Not being able to write reusable functions that execute directly on call instead of the next frame is one of the major problems (at least for me).
But Kkuhlmann from Bethesda had a great idea to make a workaround: Quest Stages! When you call setStage in a script, the related stage result script will be executed immediately BEFORE the current script continues! This is therefore a great way to write immediately executing function calls!
I've spent MANY hours to advance this idea to a fully reusable function framework that can easily be used in your scripts. Here is what i came up with:
Create a Quest just called "f" (for "function"), ACTIVATE "ALLOW REPEATED STAGES" and attach the following quest script:
ScriptName FunctionQuestScript ; Internals short doOnce float fQuestDelayTime ; Constants float pi float rad ; Function In- and Output float fin1 float fin2 float fin3 float fout float fout2 float fout3 ;S10 FUNCTION Arctan float t3 float t5 float t7 ;S20 FUNCTION getAngle float tan float ang ; Set constants first Begin Gamemode if doOnce == 0 set pi to 3.1415927 set rad to 180.0/pi set fQuestDelayTime to 30 set doOnce to 1 endif End
This is a generalized function framework that can be re-used for as many functions as you like.
And now make stage 10 for this quest with the following code:
;FUNCTION float Arctan(float tan) ;Approximation by Taylor Series - script by DragoonWraith set f.t3 to (f.fin1 * f.fin1 * f.fin1) set f.t5 to (f.t3 * f.fin1 * f.fin1) set f.t7 to (f.t5 * f.fin1 * f.fin1) set f.fout to (f.fin1 - (f.t3/3) + (f.t5/5) - (f.t7/7))
And stage 20:
;FUNCTION float getAngle(float x, float y) set f.tan to (f.fin1/f.fin2) if f.tan >1 || f.tan < -1 set f.tan to (f.fin2/ -f.fin1) if f.fin1 >= 0 set f.ang to 90 else set f.ang to -90 endif else if f.fin2 >= 0 set f.ang to 0 else set f.ang to 180 endif endif ;CALL float Arctan(float tan) set f.fin1 to f.tan setStage f 10 if f.fout > (f.pi/2) set f.fout to (f.pi/2) elseif f.fout < (f.pi/ -2) set f.fout to (f.pi/ -2) endif set f.fout to ((f.fout*f.rad) + f.ang)
Okay, the function setup is complete. Now you've already got 2 functions: One to calculate the arctan and another one that uses arctan to calculate the angle of a vector. To get the angle between two objects in a script just type:
;CALL float getAngle(float x, float y) set f.fin1 to ( Object2.getPos x - Object1.getPos x ) set f.fin2 to ( Object2.getPos y - Object1.getPos y ) setStage f 20 set ResultingAngleZ to f.fout
Et voilà, here is your Z-Angle between Object 1 and 2! You can reuse the function wherever you like, how often you wish to and you can even call functions from inside another stage of "f" (aka. another function)!
I is also very easy to share the functions with others since you only need to share the code of the stage result script for your function.
The only downsides are that you have to define all vars in the quest script (it compiles when you define them in the stage result script, but they'll always be 0) and the limited maximum length of each quest result script (which isn't a big problem since you are able to split a single function into multiple stages).
Many thanks go tu Kkuhlmann for his great idea, to DragoonWraith for the Arctan function and to Maian for telling me that my old functions were completely wrong. :) The new version of the getAngle Function seems to be very accurate, but if anyone has an idea on how to improve these scripts for accuracy and performance then please contribute!