Chapter 1.7: Math & Vector Operations
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Introducao
A criacao de mods para DayZ frequentemente exige calculos matematicos: encontrar distancias entre jogadores, aleatorizar posicoes de spawn, interpolar movimentos de camera, calcular angulos para mira de IA. O Enforce Script fornece a classe Math para operacoes escalares e o tipo vector com metodos estaticos para matematica 3D. Este capitulo e uma referencia completa para ambos, organizada por categoria.
Classe Math
Todos os metodos da classe Math sao estaticos. Voce os chama como Math.NomeDoMetodo().
Constantes
| Constante | Valor | Descricao |
|---|---|---|
Math.PI | 3.14159265... | Pi |
Math.PI2 | 6.28318530... | 2 * Pi (circulo completo em radianos) |
Math.PI_HALF | 1.57079632... | Pi / 2 (quarto de circulo) |
Math.EULER | 2.71828182... | Numero de Euler |
Math.DEG2RAD | 0.01745329... | Multiplique graus por este valor para obter radianos |
Math.RAD2DEG | 57.29577951... | Multiplique radianos por este valor para obter graus |
// Convert 90 degrees to radians
float rad = 90 * Math.DEG2RAD; // 1.5707...
// Convert PI radians to degrees
float deg = Math.PI * Math.RAD2DEG; // 180.0Numeros Aleatorios
// Random integer in range [min, max) -- max is EXCLUSIVE
int roll = Math.RandomInt(0, 10); // 0 through 9
// Random integer in range [min, max] -- max is INCLUSIVE
int dice = Math.RandomIntInclusive(1, 6); // 1 through 6
// Random float in range [min, max) -- max is EXCLUSIVE
float rf = Math.RandomFloat(0.0, 1.0);
// Random float in range [min, max] -- max is INCLUSIVE
float rf2 = Math.RandomFloatInclusive(0.0, 1.0);
// Random float [0, 1] inclusive (shorthand)
float chance = Math.RandomFloat01();
// Random bool
bool coinFlip = Math.RandomBool();
// Seed the random number generator (-1 seeds from system time)
Math.Randomize(-1);Exemplo DayZ: Chance aleatoria de loot
bool ShouldSpawnRareLoot(float rarity)
{
// rarity: 0.0 = never, 1.0 = always
return Math.RandomFloat01() < rarity;
}
// 15% chance for rare weapon
if (ShouldSpawnRareLoot(0.15))
{
GetGame().CreateObject("VSS", position, false, false, true);
}Exemplo DayZ: Posicao aleatoria dentro de um raio
vector GetRandomPositionInRadius(vector center, float radius)
{
float angle = Math.RandomFloat(0, Math.PI2);
float dist = Math.RandomFloat(0, radius);
vector pos = center;
pos[0] = pos[0] + Math.Cos(angle) * dist;
pos[2] = pos[2] + Math.Sin(angle) * dist;
pos[1] = GetGame().SurfaceY(pos[0], pos[2]);
return pos;
}Arredondamento
float rounded = Math.Round(5.6); // 6.0
float rounded2 = Math.Round(5.4); // 5.0
float floored = Math.Floor(5.9); // 5.0
float ceiled = Math.Ceil(5.1); // 6.0Exemplo DayZ: Posicionamento de construcao alinhado a grade
vector SnapToGrid(vector pos, float gridSize)
{
pos[0] = Math.Round(pos[0] / gridSize) * gridSize;
pos[2] = Math.Round(pos[2] / gridSize) * gridSize;
pos[1] = GetGame().SurfaceY(pos[0], pos[2]);
return pos;
}Valor Absoluto & Sinal
float af = Math.AbsFloat(-5.5); // 5.5
int ai = Math.AbsInt(-42); // 42
float sf = Math.SignFloat(-5.0); // -1.0
float sf2 = Math.SignFloat(5.0); // 1.0
float sf3 = Math.SignFloat(0.0); // 0.0
int si = Math.SignInt(-3); // -1
int si2 = Math.SignInt(7); // 1Potencia, Raiz & Logaritmo
float pw = Math.Pow(2, 10); // 1024.0
float sq = Math.Sqrt(25); // 5.0
float lg = Math.Log2(8); // 3.0Trigonometria
Todas as funcoes trigonometricas trabalham em radianos. Use Math.DEG2RAD e Math.RAD2DEG para converter.
// Basic trig
float s = Math.Sin(Math.PI / 4); // ~0.707
float c = Math.Cos(Math.PI / 4); // ~0.707
float t = Math.Tan(Math.PI / 4); // ~1.0
// Inverse trig
float asin = Math.Asin(0.5); // ~0.5236 rad (30 degrees)
float acos = Math.Acos(0.5); // ~1.0472 rad (60 degrees)
// Atan2 -- angle from x-axis to point (y, x)
float angle = Math.Atan2(1, 1); // PI/4 (~0.785 rad = 45 degrees)Exemplo DayZ: Angulo de direcao entre duas posicoes
float GetAngleBetween(vector from, vector to)
{
float dx = to[0] - from[0];
float dz = to[2] - from[2];
float angleRad = Math.Atan2(dx, dz);
return angleRad * Math.RAD2DEG; // Return in degrees
}Exemplo DayZ: Spawnar objetos em circulo
void SpawnCircleOfBarrels(vector center, float radius, int count)
{
float angleStep = Math.PI2 / count;
for (int i = 0; i < count; i++)
{
float angle = angleStep * i;
vector pos = center;
pos[0] = pos[0] + Math.Cos(angle) * radius;
pos[2] = pos[2] + Math.Sin(angle) * radius;
pos[1] = GetGame().SurfaceY(pos[0], pos[2]);
GetGame().CreateObject("Barrel_Green", pos, false, false, true);
}
}Clamping & Min/Max
// Clamp a value to a range
float clamped = Math.Clamp(15, 0, 10); // 10 (capped at max)
float clamped2 = Math.Clamp(-5, 0, 10); // 0 (capped at min)
float clamped3 = Math.Clamp(5, 0, 10); // 5 (within range)
// Min and Max
float mn = Math.Min(3, 7); // 3
float mx = Math.Max(3, 7); // 7
// Check if value is in range
bool inRange = Math.IsInRange(5, 0, 10); // true
bool outRange = Math.IsInRange(15, 0, 10); // falseExemplo DayZ: Limitando a vida do jogador
void ApplyDamage(PlayerBase player, float damage)
{
float currentHealth = player.GetHealth("", "Health");
float newHealth = Math.Clamp(currentHealth - damage, 0, 100);
player.SetHealth("", "Health", newHealth);
}Interpolacao
// Linear interpolation (Lerp)
// Returns a + (b - a) * t, where t is [0, 1]
float lerped = Math.Lerp(0, 100, 0.5); // 50
float lerped2 = Math.Lerp(0, 100, 0.25); // 25
// Inverse Lerp -- finds the t value
// Returns (value - a) / (b - a)
float t = Math.InverseLerp(0, 100, 50); // 0.5
float t2 = Math.InverseLerp(0, 100, 75); // 0.75SmoothCD (Amortecimento Critico Suave)
SmoothCD fornece interpolacao suave e independente de framerate. E a melhor opcao para suavizacao de camera, animacoes de UI e qualquer valor que deva se aproximar de um alvo gradualmente sem oscilacao.
// SmoothCD(current, target, velocity, smoothTime, maxSpeed, dt)
// velocity is passed by reference and updated each call
float currentVal = 0;
float velocity = 0;
float target = 100;
float smoothTime = 0.3;
// Called each frame:
currentVal = Math.SmoothCD(currentVal, target, velocity, smoothTime, 1000, 0.016);Exemplo DayZ: Zoom suave de camera
class SmoothZoomCamera
{
protected float m_CurrentFOV;
protected float m_TargetFOV;
protected float m_Velocity;
void SmoothZoomCamera()
{
m_CurrentFOV = 70;
m_TargetFOV = 70;
m_Velocity = 0;
}
void SetZoom(float targetFOV)
{
m_TargetFOV = Math.Clamp(targetFOV, 20, 120);
}
void Update(float dt)
{
m_CurrentFOV = Math.SmoothCD(m_CurrentFOV, m_TargetFOV, m_Velocity, 0.2, 500, dt);
}
float GetFOV()
{
return m_CurrentFOV;
}
}Operacoes com Angulos
// Normalize angle to [0, 360)
float norm = Math.NormalizeAngle(370); // 10
float norm2 = Math.NormalizeAngle(-30); // 330
// Difference between two angles (shortest path)
float diff = Math.DiffAngle(350, 10); // -20
float diff2 = Math.DiffAngle(10, 350); // 20Quadrado & Modulo
// Square (faster than Pow(x, 2))
float sqf = Math.SqrFloat(5); // 25.0
int sqi = Math.SqrInt(5); // 25
// Float modulo
float mod = Math.ModFloat(5.5, 2.0); // 1.5
// Wrap an integer into a range
int wrapped = Math.WrapInt(12, 0, 10); // 2
int wrapped2 = Math.WrapInt(-1, 0, 10); // 9Tipo Vector
O tipo vector e um tipo de valor embutido com tres componentes float (x, y, z). Ele e usado em todo o DayZ para posicoes, direcoes, orientacoes e escalas.
Criando Vetores
// String initialization (x y z separated by spaces)
vector pos = "100.5 0 200.3";
// Constructor function
vector pos2 = Vector(100.5, 0, 200.3);
// Default value (zero vector)
vector zero; // "0 0 0"Acessando Componentes
vector pos = Vector(10, 25, 30);
float x = pos[0]; // 10
float y = pos[1]; // 25 (height in DayZ)
float z = pos[2]; // 30
pos[1] = 50.0; // Set y componentSistema de coordenadas do DayZ:
[0]e Leste-Oeste (X),[1]e altura (Y),[2]e Norte-Sul (Z).
Constantes de Vector
| Constante | Valor | Descricao |
|---|---|---|
vector.Zero | "0 0 0" | Vetor zero (origem) |
vector.Up | "0 1 0" | Aponta para cima |
vector.Aside | "1 0 0" | Aponta para leste (X+) |
vector.Forward | "0 0 1" | Aponta para norte (Z+) |
Operacoes com Vetores (Metodos Estaticos)
Distancia
vector a = Vector(0, 0, 0);
vector b = Vector(100, 0, 100);
float dist = vector.Distance(a, b); // ~141.42
float distSq = vector.DistanceSq(a, b); // 20000 (no sqrt, faster)Dica de performance: Use
DistanceSqao comparar distancias. Comparar valores ao quadrado evita o caro calculo de raiz quadrada.
// GOOD -- compare squared distances
float maxDistSq = 100 * 100; // 10000
if (vector.DistanceSq(playerPos, targetPos) < maxDistSq)
{
Print("Target is within 100m");
}
// SLOWER -- computing actual distance
if (vector.Distance(playerPos, targetPos) < 100)
{
Print("Target is within 100m");
}Direcao
Retorna o vetor de direcao de um ponto para outro (nao normalizado).
vector dir = vector.Direction(from, to);
// Equivalent to: to - fromProduto Escalar (Dot Product)
float dot = vector.Dot(a, b);
// dot > 0: vectors point in similar directions
// dot = 0: vectors are perpendicular
// dot < 0: vectors point in opposite directionsExemplo DayZ: O alvo esta na frente do jogador?
bool IsTargetInFront(PlayerBase player, vector targetPos)
{
vector playerDir = player.GetDirection();
vector toTarget = vector.Direction(player.GetPosition(), targetPos);
toTarget.Normalize();
float dot = vector.Dot(playerDir, toTarget);
return dot > 0; // Positive means in front
}Normalize
Converte um vetor para comprimento unitario (comprimento de 1).
vector dir = Vector(3, 0, 4);
float len = dir.Length(); // 5.0
vector norm = dir.Normalized(); // Vector(0.6, 0, 0.8)
// norm.Length() == 1.0
// In-place normalization
dir.Normalize();
// dir is now Vector(0.6, 0, 0.8)Comprimento
vector v = Vector(3, 4, 0);
float len = v.Length(); // 5.0
float lenSq = v.LengthSq(); // 25.0 (faster, no sqrt)Lerp (estatico)
Interpolacao linear entre dois vetores.
vector start = Vector(0, 0, 0);
vector end = Vector(100, 50, 200);
vector mid = vector.Lerp(start, end, 0.5);
// mid = Vector(50, 25, 100)
vector quarter = vector.Lerp(start, end, 0.25);
// quarter = Vector(25, 12.5, 50)RotateAroundZeroDeg (estatico)
Rotaciona um vetor ao redor de um eixo por um angulo dado em graus.
vector original = Vector(1, 0, 0); // pointing east
vector axis = Vector(0, 1, 0); // rotate around Y axis
float angle = 90; // 90 degrees
vector rotated = vector.RotateAroundZeroDeg(original, axis, angle);
// rotated is approximately Vector(0, 0, 1) -- now pointing northDirecao Aleatoria
vector rdir = vector.RandomDir(); // Random 3D direction (unit vector)
vector rdir2d = vector.RandomDir2D(); // Random direction in XZ planeAritmetica de Vetores
Vetores suportam operadores aritmeticos padrao:
vector a = Vector(1, 2, 3);
vector b = Vector(4, 5, 6);
vector sum = a + b; // Vector(5, 7, 9)
vector diff = a - b; // Vector(-3, -3, -3)
vector scaled = a * 2; // Vector(2, 4, 6)
// Move a position forward
vector pos = player.GetPosition();
vector dir = player.GetDirection();
vector ahead = pos + dir * 5; // 5 meters ahead of the playerConvertendo Vector para String
vector pos = Vector(100.5, 25.3, 200.7);
string s = pos.ToString(); // "<100.5, 25.3, 200.7>"Classe Math3D
Para operacoes 3D avancadas, a classe Math3D fornece utilitarios de matriz e rotacao.
// Create a rotation matrix from yaw/pitch/roll (degrees)
vector mat[3];
Math3D.YawPitchRollMatrix("45 0 0", mat);
// Convert a rotation matrix back to angles
vector angles = Math3D.MatrixToAngles(mat);
// Identity matrix (4x4)
vector mat4[4];
Math3D.MatrixIdentity4(mat4);Exemplos do Mundo Real
Calculando distancia entre dois jogadores
float GetPlayerDistance(PlayerBase player1, PlayerBase player2)
{
if (!player1 || !player2)
return -1;
return vector.Distance(player1.GetPosition(), player2.GetPosition());
}
void WarnProximity(PlayerBase player, array<Man> allPlayers, float warnDistance)
{
vector myPos = player.GetPosition();
float warnDistSq = warnDistance * warnDistance;
foreach (Man man : allPlayers)
{
if (man == player)
continue;
if (vector.DistanceSq(myPos, man.GetPosition()) < warnDistSq)
{
Print(string.Format("Player nearby! Distance: %1m",
vector.Distance(myPos, man.GetPosition())));
}
}
}Encontrando o objeto mais proximo
Object FindClosest(vector origin, array<Object> objects)
{
Object closest = null;
float closestDistSq = float.MAX;
foreach (Object obj : objects)
{
if (!obj)
continue;
float distSq = vector.DistanceSq(origin, obj.GetPosition());
if (distSq < closestDistSq)
{
closestDistSq = distSq;
closest = obj;
}
}
return closest;
}Movendo um objeto ao longo de um caminho
class PathMover
{
protected ref array<vector> m_Waypoints;
protected int m_CurrentWaypoint;
protected float m_Progress; // 0.0 to 1.0 between waypoints
protected float m_Speed; // meters per second
void PathMover(array<vector> waypoints, float speed)
{
m_Waypoints = waypoints;
m_CurrentWaypoint = 0;
m_Progress = 0;
m_Speed = speed;
}
vector Update(float dt)
{
if (m_CurrentWaypoint >= m_Waypoints.Count() - 1)
return m_Waypoints.Get(m_Waypoints.Count() - 1);
vector from = m_Waypoints.Get(m_CurrentWaypoint);
vector to = m_Waypoints.Get(m_CurrentWaypoint + 1);
float segmentLength = vector.Distance(from, to);
if (segmentLength > 0)
{
m_Progress += (m_Speed * dt) / segmentLength;
}
if (m_Progress >= 1.0)
{
m_Progress = 0;
m_CurrentWaypoint++;
return Update(0); // Recalculate with next segment
}
return vector.Lerp(from, to, m_Progress);
}
}Calculando um anel de spawn ao redor de um ponto
array<vector> GetSpawnRing(vector center, float radius, int count)
{
array<vector> positions = new array<vector>;
float angleStep = Math.PI2 / count;
for (int i = 0; i < count; i++)
{
float angle = angleStep * i;
vector pos = center;
pos[0] = pos[0] + Math.Cos(angle) * radius;
pos[2] = pos[2] + Math.Sin(angle) * radius;
pos[1] = GetGame().SurfaceY(pos[0], pos[2]);
positions.Insert(pos);
}
return positions;
}Erros Comuns
| Erro | Problema | Correcao |
|---|---|---|
Passar graus para Math.Sin() / Math.Cos() | Funcoes trigonometricas esperam radianos | Multiplique por Math.DEG2RAD primeiro |
Usar Math.RandomInt(0, 10) esperando 10 | O maximo e exclusivo | Use Math.RandomIntInclusive(0, 10) para maximo inclusivo |
Calcular vector.Distance() em um loop intenso | Distance usa sqrt, que e lento | Use vector.DistanceSq() e compare com a distancia ao quadrado |
| Normalizar um vetor de comprimento zero | Divisao por zero, produz NaN | Verifique v.Length() > 0 antes de normalizar |
| Esquecer que Y e para cima no DayZ | pos[1] e altura, nao Z | [0] = X (Leste), [1] = Y (Cima), [2] = Z (Norte) |
Usar Lerp com t fora de [0,1] | Extrapola alem do intervalo | Limite t com Math.Clamp(t, 0, 1) |
Confundir SqrFloat com Sqrt | SqrFloat eleva ao quadrado; Sqrt calcula a raiz quadrada | Math.SqrFloat(5) = 25, Math.Sqrt(25) = 5 |
Referencia Rapida
// Constants
Math.PI Math.PI2 Math.PI_HALF Math.EULER Math.DEG2RAD Math.RAD2DEG
// Random
Math.RandomInt(min, max) // [min, max)
Math.RandomIntInclusive(min, max) // [min, max]
Math.RandomFloat(min, max) // [min, max)
Math.RandomFloatInclusive(min, max) // [min, max]
Math.RandomFloat01() // [0, 1]
Math.RandomBool()
Math.Randomize(-1) // Seed from time
// Rounding
Math.Round(f) Math.Floor(f) Math.Ceil(f)
// Absolute & Sign
Math.AbsFloat(f) Math.AbsInt(i) Math.SignFloat(f) Math.SignInt(i)
// Power & Root
Math.Pow(base, exp) Math.Sqrt(f) Math.Log2(f) Math.SqrFloat(f)
// Trig (radians)
Math.Sin(r) Math.Cos(r) Math.Tan(r) Math.Asin(f) Math.Acos(f) Math.Atan2(y, x)
// Clamp & Interpolation
Math.Clamp(val, min, max) Math.Min(a, b) Math.Max(a, b)
Math.Lerp(a, b, t) Math.InverseLerp(a, b, val)
Math.SmoothCD(cur, target, vel, smoothTime, maxSpeed, dt)
Math.IsInRange(val, min, max)
// Angle
Math.NormalizeAngle(deg) Math.DiffAngle(a, b)
// Vector
vector.Distance(a, b) vector.DistanceSq(a, b)
vector.Direction(from, to)
vector.Dot(a, b) vector.Lerp(a, b, t)
vector.RotateAroundZeroDeg(vec, axis, angleDeg)
vector.RandomDir() vector.RandomDir2D()
v.Length() v.LengthSq() v.Normalized() v.Normalize()
// Vector constants
vector.Zero vector.Up vector.Aside vector.Forward<< 1.6: Operacoes com String | Inicio | 1.8: Gerenciamento de Memoria >>
