Difference between revisions of "Simulating new functions"

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imported>JustTim
(Moved the discussion to the "Discussion" page and put the actual solution into the "article".)
imported>JustTim
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{{Deprecated Article|This article is obsolete since [[OBSE]] has support for [[User Functions]].}}
=== Introduction ===
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).
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).


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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!
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:
I've spent MANY hours to advance this idea to a fully reusable function framework that can easily be used in your scripts.
 
=== The easy way: Math Library ESM ===
The easiest way to use stage functions is by using [http://www.hazardx.com/details.php?file=68 this ESM Math Library]. It already contains all math functions listed in the [[stage_function_repository|Stage Function Repository]]. To use it copy the ESM file to your oblivion data folder and select it as an additional master file when loading your mod with the Construction Set. By doing this all the necessary setup steps are already done for you. All you need to do to use a function is to call it. You can also add new stages to the predefined function quest very easily in your mod without all the setup hassle.
Be aware that other users of your mod will need the Library too to run it.


Download: [http://www.hazardx.com/details.php?file=68 ESM Math Library v1.0].


Create a Quest just called "f" (for "function"), ACTIVATE "ALLOW REPEATED STAGES" and attach the following quest script:
=== Do it yourself: Setup ===
 
* Open any Plugin you wish or create a new one with the Construction Set
* Create a new Quest called "f" (yes, just the letter "f", nothing more)
* Activate the Checkbox "Allow repeated stages". (This is VERY important!!)
* Create a new Quest Script and copy the whole FunctionQuestScript from this article into this script. Don't forget to attach it to your f-Quest!
<pre>ScriptName FunctionQuestScript
<pre>ScriptName FunctionQuestScript


; Internals
; Internals
short doOnce
short doOnce
float fQuestDelayTime


; Constants
; Constants
float pi
float rad
float rad
float pi
 


; Function In- and Output
; Function In- and Output
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float fout
float fout
float fout2
float fout2
float fout3


ref rin1
ref rin2
ref rin3
ref rout
ref rout2


;S5 FUNCTION sqrt
;S10 FUNCTION Arctan
float sqr
float t3
 
float t5
;S10 FUNCTION Hypotenuse
float t7
;float sqr
float n


;S20 FUNCTION getAngle
;S20 FUNCTION getAngle
;float sqr
float tan
float x
float y
float sin
float cos
float ang
float ang


; Set constants first
; Set constants first
Begin Gamemode
Begin Gamemode
   if doOnce == 0
   if doOnce == 0
    set rad to 57.2957792
     set pi to 3.1415927
     set pi to 3.1415927
    set rad to 180.0/pi
    set fQuestDelayTime to 30
     set doOnce to 1
     set doOnce to 1
   endif
   endif
End</pre>
End</pre>
This is a generalized function framework that can be re-used for as many functions as you like.


And now make stage 5 for this quest with the following code:
* Now create stage 10 for this quest with the following code:
<pre>;FUNCTION float sqrt(float input)
<pre>;FUNCTION float Arctan(float tan)
if (f.fin1 <= 0)
;Approximation by Taylor Series - script by DragoonWraith
  set f.fout to 0
 
else
set f.t3 to (f.fin1 * f.fin1 * f.fin1)
  set f.sqr to f.fin1/2
set f.t5 to (f.t3 * f.fin1 * f.fin1)
  set f.sqr to (f.sqr+(f.fin1/f.sqr))/2
set f.t7 to (f.t5 * f.fin1 * f.fin1)
  set f.sqr to (f.sqr+(f.fin1/f.sqr))/2
  set f.sqr to (f.sqr+(f.fin1/f.sqr))/2
  set f.sqr to (f.sqr+(f.fin1/f.sqr))/2
  set f.sqr to (f.sqr+(f.fin1/f.sqr))/2
  set f.sqr to (f.sqr+(f.fin1/f.sqr))/2
  set f.sqr to (f.sqr+(f.fin1/f.sqr))/2
  set f.sqr to (f.sqr+(f.fin1/f.sqr))/2
  set f.sqr to (f.sqr+(f.fin1/f.sqr))/2
  set f.sqr to (f.sqr+(f.fin1/f.sqr))/2
  set f.fout to f.sqr
endif</pre>


And stage 10:
set f.fout to (f.fin1 - (f.t3/3) + (f.t5/5) - (f.t7/7))</pre>
<pre>;FUNCTION float Hypotenuse(float CathetusA, float CathetusB)
set f.n to ((f.fin1 * f.fin1) + (f.fin2 * f.fin2))
;CALL float sqrt(float input)
set f.fin1 to f.n
setStage f 5
;fout is already the result</pre>


And stage 20:
* And stage 20:
<pre>;FUNCTION float getAngle(float x, float y)
<pre>;FUNCTION float getAngle(float x, float y)
set f.x to f.fin1
 
set f.y to f.fin2
set f.tan to (f.fin1/f.fin2)
;CALL Hypotenuse using same fin
 
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
setStage f 10
set f.sqr to f.fout


set f.sin to (f.x/f.sqr)
if f.fout > (f.pi/2)
set f.cos to (f.y/f.sqr)
  set f.fout to (f.pi/2)
elseif f.fout < (f.pi/ -2)
  set f.fout to (f.pi/ -2)
endif


if f.cos >= 0 && f.sin < 0 ;Q4
set f.fout to ((f.fout*f.rad) + f.ang)</pre>
  set f.ang to (f.cos*f.rad)
* Okay, the function setup is complete.
  set f.ang to f.ang + 270
 
elseif f.cos < 0 && f.sin < 0; Q3
=== Usage ===
  set f.ang to ((0-f.sin)*f.rad)
  set f.ang to f.ang + 180
elseif f.cos < 0 && f.sin >= 0 ;Q2
  set f.ang to ((0-f.cos)*f.rad)
  set f.ang to f.ang + 90
else ;if f.cos >= 0 && f.sin >= 0 ;Q1
  set f.ang to (f.sin*f.rad)
endif
set f.fout to f.ang</pre>


Okay, the function setup is complete. Now you've already got 3 functions: One to calculate the squareroot, one to calculate the Hypotenuse in a triangle and one to calculate the angle of a vector. To get the angle between two objects in a script just type:
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:
<pre>;CALL float getAngle(float x, float y)
<pre>;CALL float getAngle(float x, float y)
set f.fin1 to ( Object2.getPos x - Object1.getPos x )
set f.fin1 to ( Object2.getPos x - Object1.getPos x )
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setStage f 20
setStage f 20
set ResultingAngleZ to f.fout</pre>
set ResultingAngleZ to f.fout</pre>
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)!
Et voilà, here is your Z-Angle between Object 1 and 2!
 
=== Conclusion ===
 
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.
It 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).
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 and to Galerion for the Square Root function!
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 above function isn't very accurate, which may be due to my bad mathematics skills. If anyone has an idea on how to improve these scripts for accuracy and performance then please contribute!
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!
 
=== Function Repository ===
 
If you are looking for a complete setup with many math functions included then take a look at the [[stage_function_repository|Stage Function Repository]]!


[[Category:Useful Code]]
[[Category:Solutions]]
[[Category:Solutions]]
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