08-25-2008, 10:41 PM #34 Seshiro User     Join Date: Aug 2008 Posts: 158 Submissions (1) New Functions for Units Hey, I've had to add some new methods to your atruct, because i neede them! :D They all improve working with units and vectors! they are easey to use, and i think, that they're useful! JASS:```library VectorLib // Credits: // ;- to Waterknight for UnitZ funcs function GetFloorHeight takes real x, real y returns real local location whichUnitLocation = Location( x, y ) local real z = GetLocationZ( whichUnitLocation ) call RemoveLocation( whichUnitLocation ) set whichUnitLocation = null return z endfunction function GetUnitZ takes unit whichUnit returns real local real z = ( GetFloorHeight( GetUnitX( whichUnit ), GetUnitY( whichUnit ) ) + GetUnitFlyHeight( whichUnit ) ) set whichUnit = null return z endfunction function SetUnitZ takes unit whichUnit, real z returns nothing local boolean whichUnitHasNotAmrf = ( GetUnitAbilityLevel( whichUnit, 'Amrf' ) <= 0 ) if ( whichUnitHasNotAmrf ) then call UnitAddAbility( whichUnit, 'Amrf' ) endif call SetUnitFlyHeight( whichUnit, z - GetFloorHeight( GetUnitX( whichUnit ), GetUnitY( whichUnit ) ), 0.00 ) if ( whichUnitHasNotAmrf ) then call UnitRemoveAbility( whichUnit, 'Amrf' ) endif set whichUnit = null endfunction globals private location loc = Location(0.0,0.0) endglobals struct vector real x real y real z static method create takes real x, real y, real z returns vector local vector v = vector.allocate() set v.x=x set v.y=y set v.z=z return v endmethod static method setUnitVector takes unit c, vector v returns nothing call SetUnitX(c,v.x) call SetUnitY(c,v.y) call SetUnitZ(c,v.z) set c = null endmethod method updateUnitVector takes unit u returns nothing set this.x = GetUnitX(u) set this.y = GetUnitY(u) set this.z = GetUnitZ(u) set u = null endmethod static method getUnitVector takes unit u returns vector local vector v = vector.allocate() set v.x = GetUnitX(u) set v.y = GetUnitY(u) set v.z = GetUnitZ(u) set u = null return v endmethod method getLength takes nothing returns real return SquareRoot(.x*.x + .y*.y + .z*.z) endmethod static method sum takes vector augend, vector addend returns vector local vector v = vector.allocate() set v.x = augend.x+addend.x set v.y = augend.y+addend.y set v.z = augend.z+addend.z return v endmethod method add takes vector addend returns nothing set this.x=this.x+addend.x set this.y=this.y+addend.y set this.z=this.z+addend.z endmethod static method difference takes vector minuend, vector subtrahend returns vector local vector v = vector.allocate() set v.x = minuend.x-subtrahend.x set v.y = minuend.y-subtrahend.y set v.z = minuend.z-subtrahend.z return v endmethod method subtract takes vector subtrahend returns nothing set this.x=this.x-subtrahend.x set this.y=this.y-subtrahend.y set this.z=this.z-subtrahend.z endmethod method scale takes real factor returns nothing set this.x=this.x*factor set this.y=this.y*factor set this.z=this.z*factor endmethod method setLength takes real length returns nothing local real l = SquareRoot(.x*.x + .y*.y + .z*.z) if l == 0.0 then debug call BJDebugMsg("Attempted to set the length of a vector with no length!") return endif set l = length/l set this.x = this.x*l set this.y = this.y*l set this.z = this.z*l endmethod static method dotProduct takes vector a, vector b returns real return (a.x*b.x+a.y*b.y+a.z*b.z) endmethod static method crossProduct takes vector a, vector b returns vector local vector v = vector.allocate() set v.x = a.y*b.z - a.z*b.y set v.y = a.z*b.x - a.x*b.z set v.z = a.x*b.y - a.y*b.x return v endmethod static method projectionVector takes vector projected, vector direction returns vector local vector v = vector.allocate() local real l = direction.x*direction.x+direction.y*direction.y+direction.z*direction.z if l == 0.0 then call v.destroy() debug call BJDebugMsg("Attempted to project onto a vector with no length!") return null endif set l = (projected.x*direction.x+projected.y*direction.y+projected.z*direction.z) / l set v.x = direction.x*l set v.y = direction.y*l set v.z = direction.z*l return v endmethod method projectVector takes vector direction returns nothing local real l = direction.x*direction.x+direction.y*direction.y+direction.z*direction.z if l == 0.0 then debug call BJDebugMsg("Attempted to project onto a vector with no length!") return endif set l = (this.x*direction.x+this.y*direction.y+this.z*direction.z) / l set this.x = direction.x*l set this.y = direction.y*l set this.z = direction.z*l endmethod static method projectionPlane takes vector projected, vector normal returns vector local vector v = vector.allocate() local real l = normal.x*normal.x+normal.y*normal.y+normal.z*normal.z if l == 0.0 then call v.destroy() debug call BJDebugMsg("Attempted to project onto an undefined plane!") return null endif set l = (projected.x*normal.x+projected.y*normal.y+projected.z*normal.z) / l set v.x = projected.x - normal.x*l set v.y = projected.y - normal.y*l set v.z = projected.z - normal.z*l return v endmethod method projectPlane takes vector normal returns nothing local real l = normal.x*normal.x+normal.y*normal.y+normal.z*normal.z if l == 0.0 then debug call BJDebugMsg("Attempted to project onto an undefined plane!") return endif set l = (this.x*normal.x+this.y*normal.y+this.z*normal.z) / l set this.x = this.x - normal.x*l set this.y = this.y - normal.y*l set this.z = this.z - normal.z*l endmethod static method getAngle takes vector a, vector b returns real local real l = SquareRoot(a.x*a.x + a.y*a.y + a.z*a.z)*SquareRoot(b.x*b.x + b.y*b.y + b.z*b.z) if l == 0 then debug call BJDebugMsg("Attempted to get angle between vectors with no length!") return 0.0 endif return Acos((a.x*b.x+a.y*b.y+a.z*b.z)/l) //angle is returned in radians endmethod method rotate takes vector axis, real angle returns nothing //angle is taken in radians local real xx local real xy local real xz local real yx local real yy local real yz local real zx local real zy local real zz local real al = axis.x*axis.x+axis.y*axis.y+axis.z*axis.z //axis length^2 local real f local real c = Cos(angle) local real s = Sin(angle) if al == 0.0 then debug call BJDebugMsg("Attempted to project onto a vector with no length!") return endif set f = (this.x*axis.x+this.y*axis.y+this.z*axis.z) / al set zx = axis.x*f set zy = axis.y*f set zz = axis.z*f //axis component of rotated vector set xx = this.x-zx set xy = this.y-zy set xz = this.z-zz //component of vector perpendicular to axis set al = SquareRoot(al) set yx = (axis.y*xz - axis.z*xy)/al set yy = (axis.z*xx - axis.x*xz)/al //y same length as x by using cross product and dividing with axis length set yz = (axis.x*xy - axis.y*xx)/al //x,y - coordinate system in which we rotate set this.x=xx*c+yx*s+zx set this.y=xy*c+yy*s+zy set this.z=xz*c+yz*s+zz endmethod static method createTerrainPoint takes real x, real y returns vector local vector v = vector.allocate() call MoveLocation(loc,x,y) set v.x=x set v.y=y set v.z=GetLocationZ(loc) return v endmethod method getTerrainPoint takes real x, real y returns nothing call MoveLocation(loc,x,y) set this.x=x set this.y=y set this.z=GetLocationZ(loc) endmethod static method createTerrainNormal takes real x, real y, real sampleRadius returns vector local vector v = vector.allocate() local real z1 local real z2 local real z3 local real z4 call MoveLocation(loc, x-sampleRadius, y) set z1=GetLocationZ(loc) call MoveLocation(loc, x+sampleRadius, y) set z2=GetLocationZ(loc) call MoveLocation(loc, x, y-sampleRadius) set z3=GetLocationZ(loc) call MoveLocation(loc, x, y+sampleRadius) set z4=GetLocationZ(loc) set sampleRadius=2*sampleRadius set v.x = (z1-z2)*sampleRadius set v.y = (z3-z4)*sampleRadius set v.z = sampleRadius*sampleRadius return v endmethod method getTerrainNormal takes real x, real y, real sampleRadius returns nothing local real z1 local real z2 local real z3 local real z4 call MoveLocation(loc, x-sampleRadius, y) set z1=GetLocationZ(loc) call MoveLocation(loc, x+sampleRadius, y) set z2=GetLocationZ(loc) call MoveLocation(loc, x, y-sampleRadius) set z3=GetLocationZ(loc) call MoveLocation(loc, x, y+sampleRadius) set z4=GetLocationZ(loc) set sampleRadius=2*sampleRadius set this.x = (z1-z2)*sampleRadius set this.y = (z3-z4)*sampleRadius set this.z = sampleRadius*sampleRadius endmethod method isInCylinder takes vector cylinderOrigin, vector cylinderHeight, real cylinderRadius returns boolean local real l local real x = this.x-cylinderOrigin.x local real y = this.y-cylinderOrigin.y local real z = this.z-cylinderOrigin.z if x*cylinderHeight.x+y*cylinderHeight.y+z*cylinderHeight.z < 0.0 then //point below cylinder return false endif set x = x-cylinderHeight.x set y = y-cylinderHeight.y set z = z-cylinderHeight.z if x*cylinderHeight.x+y*cylinderHeight.y+z*cylinderHeight.z > 0.0 then //point above cylinder return false endif set l = cylinderHeight.x*cylinderHeight.x+cylinderHeight.y*cylinderHeight.y+cylinderHeight.z*cylinderHeight.z if l == 0.0 then debug call BJDebugMsg("Cylinder with no height!") return false endif set l = (x*cylinderHeight.x+y*cylinderHeight.y+z*cylinderHeight.z) / l set x = x - cylinderHeight.x*l set y = y - cylinderHeight.y*l set z = z - cylinderHeight.z*l if x*x+y*y+z*z > cylinderRadius*cylinderRadius then //point outside cylinder return false endif return true endmethod method isInCone takes vector coneOrigin, vector coneHeight, real coneRadius returns boolean local real l local real x = this.x-coneOrigin.x local real y = this.y-coneOrigin.y local real z = this.z-coneOrigin.z if x*coneHeight.x+y*coneHeight.y+z*coneHeight.z < 0.0 then //point below cone return false endif set l = coneHeight.x*coneHeight.x+coneHeight.y*coneHeight.y+coneHeight.z*coneHeight.z if l == 0.0 then debug call BJDebugMsg("cone with no height!") return false endif set l = (x*coneHeight.x+y*coneHeight.y+z*coneHeight.z) / l set x = x - coneHeight.x*l set y = y - coneHeight.y*l set z = z - coneHeight.z*l if SquareRoot(x*x+y*y+z*z) > coneRadius*(1.0-l) then //point outside cone return false endif return true endmethod method isInSphere takes vector sphereOrigin, real sphereRadius returns boolean if sphereRadius*sphereRadius < ((this.x-sphereOrigin.x)*(this.x-sphereOrigin.x)+(this.y-sphereOrigin.y)*(this.y-sphereOrigin.y)+(this.z-sphereOrigin.z)*(this.z-sphereOrigin.z)) then return false endif return true endmethod endstruct endlibrary ``` the new functions are:updateUnitVector: sets the current vector to the one of the unitsetUnitVector: sets the vectors of the unit to the vectorgetUnitVector: the same as update but creates a new vector and a very very big thanks to Antiarf for such work! I don't know, wether I'm allowed to do this, if u dislike this, u may tell me and i delete at the moment :) ! Greez