[Code]Entity Translation Transformation & Rotation Transformation

YEA
✔️ HL Verified
Joined
Oct 31, 2014
Messages
200
Best answers
0
/** This is about the Matrix Knowledge, and the code below is based on Matrix Multiplication. **/

/***************************************************************************/



Set Entity Origin Forward:
PHP:
	new Float: vAng[3], Float: vec[3];
	pev( Client, pev_v_angle, vAng );
	angle_vector( vAng, 2, vec );
	new Float: vec2[3];

	/* Forward */
	vec2[0] = vec[0];
	vec2[1] = vec[1];
	vec2[2] = vec[2] + -1.0;

	new Float: vecForward[3];
	xs_vec_cross( vec, vec2, vecForward );
	xs_vec_normalize(vecForward, vecForward);

	new Float: org[3];
	pev( Client, pev_origin, org );

	/* Distance */
	org[0] = ( vecForward[0] * 150.0 ) + org[0];
	org[1] = ( vecForward[1] * 150.0 ) + org[1];
	org[2] = ( vecForward[2] * 150.0 ) + org[2];

	set_pev( Client, pev_origin, org );


Set Entity Origin Backward:
PHP:
	new Float: vAng[3], Float: vec[3];
	pev( Client, pev_v_angle, vAng );
	angle_vector( vAng, 2, vec );
	new Float: vec2[3];

	/* Backward */
	vec2[0] = vec[0];
	vec2[1] = vec[1];
	vec2[2] = vec[2] + 1.0;

	new Float: vecBackward[3];
	xs_vec_cross( vec, vec2, vecBackward );
	xs_vec_normalize(vecBackward, vecBackward);

	new Float: org[3];
	pev( Client, pev_origin, org );

	/* Distance */
	org[0] = ( vecBackward[0] * 150.0 ) + org[0];
	org[1] = ( vecBackward[1] * 150.0 ) + org[1];
	org[2] = ( vecBackward[2] * 150.0 ) + org[2];

	set_pev( Client, pev_origin, org );


Set Entity Origin Leftward:
PHP:
	new Float: vAng[3], Float: vec[3];
	pev( Client, pev_v_angle, vAng );
	
	/* Leftward */
	vAng[1] -= 90.0

	angle_vector( vAng, 2, vec );
	new Float: vec2[3];

	vec2[0] = vec[0];
	vec2[1] = vec[1];
	vec2[2] = vec[2] + 1.0;

	new Float: vecLeftward[3];
	xs_vec_cross( vec, vec2, vecLeftward );
	xs_vec_normalize(vecLeftward, vecLeftward);

	new Float: org[3];
	pev( Client, pev_origin, org );
	org[0] = ( vecLeftward[0] * 150.0 ) + org[0];
	org[1] = ( vecLeftward[1] * 150.0 ) + org[1];
	org[2] = ( vecLeftward[2] * 150.0 ) + org[2];
	set_pev( Client, pev_origin, org );


Set Entity Origin Rightward:
PHP:
	new Float: vAng[3], Float: vec[3];
	pev( Client, pev_v_angle, vAng );
	
	/* Rightward */
	vAng[1] += 90.0

	angle_vector( vAng, 2, vec );
	new Float: vec2[3];

	vec2[0] = vec[0];
	vec2[1] = vec[1];
	vec2[2] = vec[2] + 1.0;

	new Float: vecRightward[3];
	xs_vec_cross( vec, vec2, vecRightward );
	xs_vec_normalize(vecRightward, vecRightward);

	new Float: org[3];
	pev( Client, pev_origin, org );
	org[0] = ( vecRightward[0] * 150.0 ) + org[0];
	org[1] = ( vecRightward[1] * 150.0 ) + org[1];
	org[2] = ( vecRightward[2] * 150.0 ) + org[2];
	set_pev( Client, pev_origin, org );



Vertical Forward Rotation:

PHP:
public server_frame( )
{
	if( !is_valid_ent( ent ) ) return;

	new Float: ang[3], Float: vec[3];
	pev( ent, pev_angles, ang );

	/* Vertical Forward */
	ang[0] += 1.0;// Speed
	ang[2] = 180.0;
	set_pev( ent, pev_angles, ang );

	angle_vector( ang, 2, vec );
	new Float: vec2[3];

	vec2[0] = vec[0];
	vec2[1] = vec[1] + 1.0;
	vec2[2] = vec[2];

	new Float: vecForward[3];
	xs_vec_cross( vec, vec2, vecForward );
	xs_vec_normalize( vecForward, vecForward );

	/* The origin of the centre of the circle */
	new Float: org[3];
	pev( 1, pev_origin, org );
	org[0] = ( vecForward[0] * 30.0 ) + org[0];// 30.0 = Radius
	org[1] = ( vecForward[1] * 30.0 ) + org[1];
	org[2] = ( vecForward[2] * 30.0 ) + org[2];

	set_pev( ent, pev_origin, org );
}


Vertical Backward Rotation:
PHP:
public server_frame( )
{
	if( !is_valid_ent( ent ) ) return;

	new Float: ang[3], Float: vec[3];
	pev( ent, pev_angles, ang );

	/* Vertical Backward */
	ang[0] -= 1.0;// Speed
	ang[2] = 180.0;
	set_pev( ent, pev_angles, ang );

	angle_vector( ang, 2, vec );
	new Float: vec2[3];

	vec2[0] = vec[0];
	vec2[1] = vec[1] + 1.0;
	vec2[2] = vec[2];

	new Float: vecBackward[3];
	xs_vec_cross( vec, vec2, vecBackward );
	xs_vec_normalize( vecBackward, vecBackward );

	/* The origin of the centre of the circle */
	new Float: org[3];
	pev( 1, pev_origin, org );
	org[0] = ( vecBackward[0] * 30.0 ) + org[0];// 30.0 = Radius
	org[1] = ( vecBackward[1] * 30.0 ) + org[1];
	org[2] = ( vecBackward[2] * 30.0 ) + org[2];

	set_pev( ent, pev_origin, org );
}


Clockwise Plane Rotation:
PHP:
public server_frame( )
{
	if( !is_valid_ent( ent ) ) return;

	new Float: ang[3], Float: vec[3];
	pev( ent, pev_angles, ang );

	/* Clockwise */
	ang[1] -= 1.0;// Speed
	set_pev( ent, pev_angles, ang );

	angle_vector( ang, 2, vec );
	new Float: vec2[3];

	vec2[0] = vec[0];
	vec2[1] = vec[1];
	vec2[2] = vec[2] + 1.0;

	new Float: vecRightward[3];
	xs_vec_cross( vec, vec2, vecRightward );
	xs_vec_normalize( vecRightward, vecRightward );

	/* The origin of the centre of the circle */
	new Float: org[3];
	pev( 1, pev_origin, org );
	org[0] = ( vecRightward[0] * 30.0 ) + org[0];// 30.0 = Radius
	org[1] = ( vecRightward[1] * 30.0 ) + org[1];
	org[2] = ( vecRightward[2] * 30.0 ) + org[2];

	set_pev( ent, pev_origin, org );
}


Anti-clockwise Plane Rotation:
PHP:
public server_frame( )
{
	if( !is_valid_ent( ent ) ) return;

	new Float: ang[3], Float: vec[3];
	pev( ent, pev_angles, ang );

	/* Anti-clockwise */
	ang[1] += 1.0;// Speed
	set_pev( ent, pev_angles, ang );

	angle_vector( ang, 2, vec );
	new Float: vec2[3];

	vec2[0] = vec[0];
	vec2[1] = vec[1];
	vec2[2] = vec[2] + 1.0;

	new Float: vecLeftward[3];
	xs_vec_cross( vec, vec2, vecLeftward );
	xs_vec_normalize( vecLeftward, vecLeftward );

	/* The origin of the centre of the circle */
	new Float: org[3];
	pev( 1, pev_origin, org );
	org[0] = ( vecLeftward[0] * 30.0 ) + org[0];// 30.0 = Radius
	org[1] = ( vecLeftward[1] * 30.0 ) + org[1];
	org[2] = ( vecLeftward[2] * 30.0 ) + org[2];

	set_pev( ent, pev_origin, org );
}


Vertical Leftward Rotation:
PHP:
public server_frame( )
{
	if( !is_valid_ent( ent ) ) return;

	new Float: ang[3], Float: vec[3];
	pev( ent, pev_angles, ang );

	/* Vertical Leftward */
	ang[1] = 180.0;// Speed
	ang[2] += 1.0;
	set_pev( ent, pev_angles, ang );

	angle_vector( ang, 2, vec );
	new Float: vec2[3];

	vec2[0] = vec[0] + 1.0;
	vec2[1] = vec[1];
	vec2[2] = vec[2];

	new Float: vecLeftward[3];
	xs_vec_cross( vec, vec2, vecLeftward );
	xs_vec_normalize( vecLeftward, vecLeftward );

	/* The origin of the centre of the circle */
	new Float: org[3];
	pev( 1, pev_origin, org );
	org[0] = ( vecLeftward[0] * 30.0 ) + org[0];// 30.0 = Radius
	org[1] = ( vecLeftward[1] * 30.0 ) + org[1];
	org[2] = ( vecLeftward[2] * 30.0 ) + org[2];

	set_pev( ent, pev_origin, org );
}


Vertical Rightward Rotation:
PHP:
public server_frame( )
{
	if( !is_valid_ent( ent ) ) return;

	new Float: ang[3], Float: vec[3];
	pev( ent, pev_angles, ang );

	/* Vertical Righttward */
	ang[1] = 180.0;// Speed
	ang[2] -= 1.0;
	set_pev( ent, pev_angles, ang );

	angle_vector( ang, 2, vec );
	new Float: vec2[3];

	vec2[0] = vec[0] + 1.0;
	vec2[1] = vec[1];
	vec2[2] = vec[2];

	new Float: vecRighttward[3];
	xs_vec_cross( vec, vec2, vecRighttward );
	xs_vec_normalize( vecRighttward, vecRighttward );

	/* The origin of the centre of the circle */
	new Float: org[3];
	pev( 1, pev_origin, org );
	org[0] = ( vecRighttward[0] * 30.0 ) + org[0];// 30.0 = Radius
	org[1] = ( vecRighttward[1] * 30.0 ) + org[1];
	org[2] = ( vecRighttward[2] * 30.0 ) + org[2];

	set_pev( ent, pev_origin, org );
}
 

Users Who Are Viewing This Thread (Users: 0, Guests: 1)

Top