92 vector playerTransformWS[4];
93 m_pPlayer.GetTransform(playerTransformWS);
97 pOutResult.m_CollisionIgnoreEntity = vehicle;
104 vector vehiclePositionMS = vehiclePositionWS.InvMultiply4(playerTransformWS);
119 rotWS[2] =
Math.Clamp(rotWS[2], -maxRoll, maxRoll) / maxRoll;
120 rotWS[2] = rotWS[2] * rotWS[2] * rotWS[2];
121 rotWS[2] = rotWS[2] * maxRoll;
124 rotWS = rotWS *
Math.DEG2RAD;
131 posDiffLS = posDiffLS + posDiffWS.InvMultiply3(playerTransformWS);
134 rotDiffLS = rotDiffLS + rotDiffWS.InvMultiply3(playerTransformWS);
136 vector tempRot1 = rotDiffLS;
137 rotDiffLS[0] = tempRot1[1];
138 rotDiffLS[1] = tempRot1[2];
139 rotDiffLS[2] = tempRot1[0];
141 rotWS[0] = rotWS[0] + rotDiffLS[0];
142 rotWS[1] = rotWS[1] + rotDiffLS[1];
143 rotWS[2] = rotWS[2] + rotDiffLS[2];
160 Math3D.YawPitchRollMatrix(rot, rotTM);
162 Math3D.MatrixInvMultiply3(playerTransformWS, rotTM, rotTM);
183 Math3D.YawPitchRollMatrix(rot, pOutResult.m_CameraTM);
189 pOutResult.m_fDistance = distance;
190 pOutResult.m_fUseHeading = 0.0;
191 pOutResult.m_fInsideCamera = 0.0;
192 pOutResult.m_fIgnoreParentRoll = 1.0;
193 pOutResult.m_fIgnoreParentPitch = 1.0;
195 pOutResult.m_bUpdateEveryFrame =
GetGame().IsPhysicsExtrapolationEnabled();
199 super.OnUpdate(pDt, pOutResult);
proto native vector GetVelocity(notnull IEntity ent)
Returns linear velocity.
proto vector dBodyGetAngularVelocity(notnull IEntity body)
Gets angular velocity for a rigidbody.