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authorAki <please@ignore.pl>2022-04-01 21:23:39 +0200
committerAki <please@ignore.pl>2022-04-01 21:23:39 +0200
commit3c487c5cd69c53d6fea948643c0a76df03516605 (patch)
tree72730c7b8b26a5ef8fc9a987ec4c16129efd5aac /StarsEx/StarshipAI.cpp
parent8f353abd0bfe18baddd8a8250ab7c4f2d1c83a6e (diff)
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Moved Stars45 to StarsEx
Diffstat (limited to 'StarsEx/StarshipAI.cpp')
-rw-r--r--StarsEx/StarshipAI.cpp821
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diff --git a/StarsEx/StarshipAI.cpp b/StarsEx/StarshipAI.cpp
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+/* Starshatter: The Open Source Project
+ Copyright (c) 2021-2022, Starshatter: The Open Source Project Contributors
+ Copyright (c) 2011-2012, Starshatter OpenSource Distribution Contributors
+ Copyright (c) 1997-2006, Destroyer Studios LLC.
+
+ AUTHOR: John DiCamillo
+
+
+ OVERVIEW
+ ========
+ Starship (low-level) Artificial Intelligence class
+*/
+
+#include "StarshipAI.h"
+#include "StarshipTacticalAI.h"
+#include "Ship.h"
+#include "ShipDesign.h"
+#include "Element.h"
+#include "Mission.h"
+#include "Instruction.h"
+#include "RadioMessage.h"
+#include "Contact.h"
+#include "WeaponGroup.h"
+#include "Drive.h"
+#include "Sim.h"
+#include "StarSystem.h"
+#include "FlightComp.h"
+#include "Farcaster.h"
+#include "QuantumDrive.h"
+
+#include "Clock.h"
+#include "ContentBundle.h"
+#include "Random.h"
+
+// +----------------------------------------------------------------------+
+
+StarshipAI::StarshipAI(SimObject* s)
+: ShipAI(s), sub_select_time(0), subtarget(0), tgt_point_defense(false)
+{
+ ai_type = STARSHIP;
+
+ // signifies this ship is a dead hulk:
+ if (ship && ship->Design()->auto_roll < 0) {
+ Point torque(rand()-16000, rand()-16000, rand()-16000);
+ torque.Normalize();
+ torque *= ship->Mass() / 10;
+
+ ship->SetFLCSMode(0);
+ if (ship->GetFLCS())
+ ship->GetFLCS()->PowerOff();
+
+ ship->ApplyTorque(torque);
+ ship->SetVelocity(RandomDirection() * Random(20, 50));
+
+ for (int i = 0; i < 64; i++) {
+ Weapon* w = ship->GetWeaponByIndex(i+1);
+ if (w)
+ w->DrainPower(0);
+ else
+ break;
+ }
+ }
+
+ else {
+ tactical = new StarshipTacticalAI(this);
+ }
+
+ sub_select_time = Clock::GetInstance()->GameTime() + (DWORD) Random(0, 2000);
+ point_defense_time = sub_select_time;
+}
+
+
+// +--------------------------------------------------------------------+
+
+StarshipAI::~StarshipAI()
+{ }
+
+// +--------------------------------------------------------------------+
+
+void
+StarshipAI::FindObjective()
+{
+ distance = 0;
+
+ int order = ship->GetRadioOrders()->Action();
+
+ if (order == RadioMessage::QUANTUM_TO ||
+ order == RadioMessage::FARCAST_TO) {
+
+ FindObjectiveQuantum();
+ objective = Transform(obj_w);
+ return;
+ }
+
+ bool hold = order == RadioMessage::WEP_HOLD ||
+ order == RadioMessage::FORM_UP;
+
+ bool form = hold ||
+ (!order && !target) ||
+ (farcaster);
+
+ // if not the element leader, stay in formation:
+ if (form && element_index > 1) {
+ ship->SetDirectorInfo(ContentBundle::GetInstance()->GetText("ai.formation"));
+
+ if (navpt && navpt->Action() == Instruction::LAUNCH) {
+ FindObjectiveNavPoint();
+ }
+ else {
+ navpt = 0;
+ FindObjectiveFormation();
+ }
+
+ // transform into camera coords:
+ objective = Transform(obj_w);
+ return;
+ }
+
+ // under orders?
+ bool directed = false;
+ double threat_level = 0;
+ double support_level = 1;
+ Ship* ward = ship->GetWard();
+
+ if (tactical) {
+ directed = (tactical->RulesOfEngagement() == TacticalAI::DIRECTED);
+ threat_level = tactical->ThreatLevel();
+ support_level = tactical->SupportLevel();
+ }
+
+ // threat processing:
+ if (hold || !directed && threat_level >= 2*support_level) {
+
+ // seek support:
+ if (support) {
+ double d_support = Point(support->Location() - ship->Location()).length();
+ if (d_support > 35e3) {
+ ship->SetDirectorInfo(ContentBundle::GetInstance()->GetText("ai.regroup"));
+ FindObjectiveTarget(support);
+ objective = Transform(obj_w);
+ return;
+ }
+ }
+
+ // run away:
+ else if (threat && threat != target) {
+ ship->SetDirectorInfo(ContentBundle::GetInstance()->GetText("ai.retreat"));
+ obj_w = ship->Location() + Point(ship->Location() - threat->Location()) * 100;
+ objective = Transform(obj_w);
+ return;
+ }
+ }
+
+ // weapons hold:
+ if (hold) {
+ if (navpt) {
+ ship->SetDirectorInfo(ContentBundle::GetInstance()->GetText("ai.seek-navpt"));
+ FindObjectiveNavPoint();
+ }
+
+ else if (patrol) {
+ ship->SetDirectorInfo(ContentBundle::GetInstance()->GetText("ai.patrol"));
+ FindObjectivePatrol();
+ }
+
+ else {
+ ship->SetDirectorInfo(ContentBundle::GetInstance()->GetText("ai.holding"));
+ objective = Point();
+ }
+ }
+
+ // normal processing:
+ else if (target) {
+ ship->SetDirectorInfo(ContentBundle::GetInstance()->GetText("ai.seek-target"));
+ FindObjectiveTarget(target);
+ }
+
+ else if (patrol) {
+ ship->SetDirectorInfo(ContentBundle::GetInstance()->GetText("ai.patrol"));
+ FindObjectivePatrol();
+ }
+
+ else if (ward) {
+ ship->SetDirectorInfo(ContentBundle::GetInstance()->GetText("ai.seek-ward"));
+ FindObjectiveFormation();
+ }
+
+ else if (navpt) {
+ ship->SetDirectorInfo(ContentBundle::GetInstance()->GetText("ai.seek-navpt"));
+ FindObjectiveNavPoint();
+ }
+
+ else if (rumor) {
+ ship->SetDirectorInfo(ContentBundle::GetInstance()->GetText("ai.search"));
+ FindObjectiveTarget(rumor);
+ }
+
+ else {
+ objective = Point();
+ }
+
+ // transform into camera coords:
+ objective = Transform(obj_w);
+}
+
+// +--------------------------------------------------------------------+
+
+void
+StarshipAI::Navigator()
+{
+ // signifies this ship is a dead hulk:
+ if (ship && ship->Design()->auto_roll < 0) {
+ ship->SetDirectorInfo(ContentBundle::GetInstance()->GetText("ai.dead"));
+ return;
+ }
+
+ accumulator.Clear();
+ magnitude = 0;
+
+ hold = false;
+ if ((ship->GetElement() && ship->GetElement()->GetHoldTime() > 0) ||
+ (navpt && navpt->Status() == Instruction::COMPLETE && navpt->HoldTime() > 0))
+ hold = true;
+
+ ship->SetFLCSMode(Ship::FLCS_HELM);
+
+ if (!ship->GetDirectorInfo()) {
+ if (target)
+ ship->SetDirectorInfo(ContentBundle::GetInstance()->GetText("ai.seek-target"));
+ else if (ship->GetWard())
+ ship->SetDirectorInfo(ContentBundle::GetInstance()->GetText("ai.seek-ward"));
+ else
+ ship->SetDirectorInfo(ContentBundle::GetInstance()->GetText("ai.patrol"));
+ }
+
+ if (farcaster && distance < 25e3) {
+ accumulator = SeekTarget();
+ }
+ else {
+ accumulator = AvoidCollision();
+
+ if (!other && !hold)
+ accumulator = SeekTarget();
+ }
+
+ HelmControl();
+ ThrottleControl();
+ FireControl();
+ AdjustDefenses();
+}
+
+// +--------------------------------------------------------------------+
+
+void
+StarshipAI::HelmControl()
+{
+ // signifies this ship is a dead hulk:
+ if (ship && ship->Design()->auto_roll < 0) {
+ return;
+ }
+
+ double trans_x = 0;
+ double trans_y = 0;
+ double trans_z = 0;
+
+ bool station_keeping = distance < 0;
+
+ if (station_keeping) {
+ accumulator.brake = 1;
+ accumulator.stop = 1;
+
+ ship->SetHelmPitch(0);
+ }
+
+ else {
+ Element* elem = ship->GetElement();
+
+ Ship* ward = ship->GetWard();
+ Ship* s_threat = 0;
+ if (threat && threat->Class() >= ship->Class())
+ s_threat = threat;
+
+ if (other || target || ward || s_threat || navpt || patrol || farcaster || element_index > 1) {
+ ship->SetHelmHeading(accumulator.yaw);
+
+ if (elem->Type() == Mission::FLIGHT_OPS) {
+ ship->SetHelmPitch(0);
+
+ if (ship->NumInbound() > 0) {
+ ship->SetHelmHeading(ship->CompassHeading());
+ }
+ }
+
+ else if (accumulator.pitch > 60*DEGREES) {
+ ship->SetHelmPitch(60*DEGREES);
+ }
+
+ else if (accumulator.pitch < -60*DEGREES) {
+ ship->SetHelmPitch(-60*DEGREES);
+ }
+
+ else {
+ ship->SetHelmPitch(accumulator.pitch);
+ }
+
+ }
+ else {
+ ship->SetHelmPitch(0);
+ }
+ }
+
+ ship->SetTransX(trans_x);
+ ship->SetTransY(trans_y);
+ ship->SetTransZ(trans_z);
+
+ ship->ExecFLCSFrame();
+}
+
+void
+StarshipAI::ThrottleControl()
+{
+ // signifies this ship is a dead hulk:
+ if (ship && ship->Design()->auto_roll < 0) {
+ return;
+ }
+
+ // station keeping:
+
+ if (distance < 0) {
+ old_throttle = 0;
+ throttle = 0;
+
+ ship->SetThrottle(0);
+
+ if (ship->GetFLCS())
+ ship->GetFLCS()->FullStop();
+
+ return;
+ }
+
+ // normal throttle processing:
+
+ double ship_speed = ship->Velocity() * ship->Heading();
+ double brakes = 0;
+ Ship* ward = ship->GetWard();
+ Ship* s_threat = 0;
+
+ if (threat && threat->Class() >= ship->Class())
+ s_threat = threat;
+
+ if (target || s_threat) { // target pursuit, or retreat
+ throttle = 100;
+
+ if (target && distance < 50e3) {
+ double closing_speed = ship_speed;
+
+ if (target) {
+ Point delta = target->Location() - ship->Location();
+ delta.Normalize();
+
+ closing_speed = ship->Velocity() * delta;
+ }
+
+ if (closing_speed > 300) {
+ throttle = 30;
+ brakes = 0.25;
+ }
+ }
+
+ throttle *= (1 - accumulator.brake);
+
+ if (throttle < 1 && ship->GetFLCS() != 0)
+ ship->GetFLCS()->FullStop();
+ }
+
+ else if (ward) { // escort, match speed of ward
+ double speed = ward->Velocity().length();
+ throttle = old_throttle;
+
+ if (speed == 0) {
+ double d = (ship->Location() - ward->Location()).length();
+
+ if (d > 30e3)
+ speed = (d - 30e3) / 100;
+ }
+
+ if (speed > 0) {
+ if (ship_speed > speed) {
+ throttle = old_throttle - 1;
+ brakes = 0.2;
+ }
+ else if (ship_speed < speed - 10) {
+ throttle = old_throttle + 1;
+ }
+ }
+ else {
+ throttle = 0;
+ brakes = 0.5;
+ }
+ }
+
+ else if (patrol || farcaster) { // seek patrol point
+ throttle = 100;
+
+ if (distance < 10 * ship_speed) {
+ if (ship->Velocity().length() > 200)
+ throttle = 5;
+ else
+ throttle = 50;
+ }
+ }
+
+ else if (navpt) { // lead only, get speed from navpt
+ double speed = navpt->Speed();
+ throttle = old_throttle;
+
+ if (hold) {
+ throttle = 0;
+ brakes = 1;
+ }
+
+ else {
+ if (speed <= 0)
+ speed = 300;
+
+ if (ship_speed > speed) {
+ if (throttle > 0 && old_throttle > 1)
+ throttle = old_throttle - 1;
+
+ brakes = 0.25;
+ }
+ else if (ship_speed < speed - 10) {
+ throttle = old_throttle + 1;
+ }
+ }
+ }
+
+ else if (element_index > 1) { // wingman
+ Ship* lead = ship->GetElement()->GetShip(1);
+ double lv = lead->Velocity().length();
+ double sv = ship_speed;
+ double dv = lv-sv;
+ double dt = 0;
+
+ if (dv > 0) dt = dv * 1e-2 * seconds;
+ else if (dv < 0) dt = dv * 1e-2 * seconds;
+
+ throttle = old_throttle + dt;
+ }
+
+ else {
+ throttle = 0;
+ }
+
+ old_throttle = throttle;
+ ship->SetThrottle(throttle);
+
+ if (ship_speed > 1 && brakes > 0)
+ ship->SetTransY(-brakes * ship->Design()->trans_y);
+
+ else if (throttle > 10 && (ship->GetEMCON() < 2 || ship->GetFuelLevel() < 10))
+ ship->SetTransY(ship->Design()->trans_y);
+}
+
+// +--------------------------------------------------------------------+
+
+Steer
+StarshipAI::SeekTarget()
+{
+ if (navpt) {
+ SimRegion* self_rgn = ship->GetRegion();
+ SimRegion* nav_rgn = navpt->Region();
+ QuantumDrive* qdrive = ship->GetQuantumDrive();
+
+ if (self_rgn && !nav_rgn) {
+ nav_rgn = self_rgn;
+ navpt->SetRegion(nav_rgn);
+ }
+
+ bool use_farcaster = self_rgn != nav_rgn &&
+ (navpt->Farcast() ||
+ !qdrive ||
+ !qdrive->IsPowerOn() ||
+ qdrive->Status() < System::DEGRADED
+ );
+
+ if (use_farcaster) {
+ if (!farcaster) {
+ ListIter<Ship> s = self_rgn->Ships();
+ while (++s && !farcaster) {
+ if (s->GetFarcaster()) {
+ const Ship* dest = s->GetFarcaster()->GetDest();
+ if (dest && dest->GetRegion() == nav_rgn) {
+ farcaster = s->GetFarcaster();
+ }
+ }
+ }
+ }
+
+ if (farcaster) {
+ if (farcaster->GetShip()->GetRegion() != self_rgn)
+ farcaster = farcaster->GetDest()->GetFarcaster();
+
+ obj_w = farcaster->EndPoint();
+ distance = Point(obj_w - ship->Location()).length();
+
+ if (distance < 1000)
+ farcaster = 0;
+ }
+ }
+ else if (self_rgn != nav_rgn) {
+ QuantumDrive* q = ship->GetQuantumDrive();
+
+ if (q) {
+ if (q->ActiveState() == QuantumDrive::ACTIVE_READY) {
+ q->SetDestination(navpt->Region(), navpt->Location());
+ q->Engage();
+ }
+ }
+ }
+ }
+
+ return ShipAI::SeekTarget();
+}
+
+// +--------------------------------------------------------------------+
+
+Steer
+StarshipAI::AvoidCollision()
+{
+ if (!ship || ship->Velocity().length() < 25)
+ return Steer();
+
+ return ShipAI::AvoidCollision();
+}
+
+// +--------------------------------------------------------------------+
+
+void
+StarshipAI::FireControl()
+{
+ // identify unknown contacts:
+ if (identify) {
+ if (fabs(ship->GetHelmHeading() - ship->CompassHeading()) < 10*DEGREES) {
+ Contact* contact = ship->FindContact(target);
+
+ if (contact && !contact->ActLock()) {
+ if (!ship->GetProbe()) {
+ ship->LaunchProbe();
+ }
+ }
+ }
+
+ return;
+ }
+
+ // investigate last known location of enemy ship:
+ if (rumor && !target && ship->GetProbeLauncher() && !ship->GetProbe()) {
+ // is rumor in basket?
+ Point rmr = Transform(rumor->Location());
+ rmr.Normalize();
+
+ double dx = fabs(rmr.x);
+ double dy = fabs(rmr.y);
+
+ if (dx < 10*DEGREES && dy < 10*DEGREES && rmr.z > 0) {
+ ship->LaunchProbe();
+ }
+ }
+
+ // Corvettes and Frigates are anti-air platforms. They need to
+ // target missile threats even when the threat is aimed at another
+ // friendly ship. Forward facing weapons must be on auto fire,
+ // while lateral and aft facing weapons are set to point defense.
+
+ if (ship->Class() == Ship::CORVETTE || ship->Class() == Ship::FRIGATE) {
+ ListIter<WeaponGroup> iter = ship->Weapons();
+ while (++iter) {
+ WeaponGroup* group = iter.value();
+
+ ListIter<Weapon> w_iter = group->GetWeapons();
+ while (++w_iter) {
+ Weapon* weapon = w_iter.value();
+
+ double az = weapon->GetAzimuth();
+ if (fabs(az) < 45*DEGREES) {
+ weapon->SetFiringOrders(Weapon::AUTO);
+ weapon->SetTarget(target, 0);
+ }
+
+ else {
+ weapon->SetFiringOrders(Weapon::POINT_DEFENSE);
+ }
+ }
+ }
+ }
+
+ // All other starships are free to engage ship targets. Weapon
+ // fire control is managed by the type of weapon.
+
+ else {
+ System* subtgt = SelectSubtarget();
+
+ ListIter<WeaponGroup> iter = ship->Weapons();
+ while (++iter) {
+ WeaponGroup* weapon = iter.value();
+
+ if (weapon->GetDesign()->target_type & Ship::DROPSHIPS) { // anti-air weapon?
+ weapon->SetFiringOrders(Weapon::POINT_DEFENSE);
+ }
+ else if (weapon->IsDrone()) { // torpedoes
+ weapon->SetFiringOrders(Weapon::MANUAL);
+ weapon->SetTarget(target, 0);
+
+ if (target && target->GetRegion() == ship->GetRegion()) {
+ Point delta = target->Location() - ship->Location();
+ double range = delta.length();
+
+ if (range < weapon->GetDesign()->max_range * 0.9 &&
+ !AssessTargetPointDefense())
+ weapon->SetFiringOrders(Weapon::AUTO);
+
+ else if (range < weapon->GetDesign()->max_range * 0.5)
+ weapon->SetFiringOrders(Weapon::AUTO);
+ }
+ }
+ else { // anti-ship weapon
+ weapon->SetFiringOrders(Weapon::AUTO);
+ weapon->SetTarget(target, subtgt);
+ weapon->SetSweep(subtgt ? Weapon::SWEEP_NONE : Weapon::SWEEP_TIGHT);
+ }
+ }
+ }
+}
+
+// +--------------------------------------------------------------------+
+
+System*
+StarshipAI::SelectSubtarget()
+{
+ if (Clock::GetInstance()->GameTime() - sub_select_time < 2345)
+ return subtarget;
+
+ subtarget = 0;
+
+ if (!target || target->Type() != SimObject::SIM_SHIP || GetAILevel() < 1)
+ return subtarget;
+
+ Ship* tgt_ship = (Ship*) target;
+
+ if (!tgt_ship->IsStarship())
+ return subtarget;
+
+ Weapon* subtgt = 0;
+ double dist = 50e3;
+ Point svec = ship->Location() - tgt_ship->Location();
+
+ sub_select_time = Clock::GetInstance()->GameTime();
+
+ // first pass: turrets
+ ListIter<WeaponGroup> g_iter = tgt_ship->Weapons();
+ while (++g_iter) {
+ WeaponGroup* g = g_iter.value();
+
+ if (g->GetDesign() && g->GetDesign()->turret_model) {
+ ListIter<Weapon> w_iter = g->GetWeapons();
+ while (++w_iter) {
+ Weapon* w = w_iter.value();
+
+ if (w->Availability() < 35)
+ continue;
+
+ if (w->GetAimVector() * svec < 0)
+ continue;
+
+ if (w->GetTurret()) {
+ Point tloc = w->GetTurret()->Location();
+ Point delta = tloc - ship->Location();
+ double dlen = delta.length();
+
+ if (dlen < dist) {
+ subtgt = w;
+ dist = dlen;
+ }
+ }
+ }
+ }
+ }
+
+ // second pass: major weapons
+ if (!subtgt) {
+ g_iter.reset();
+ while (++g_iter) {
+ WeaponGroup* g = g_iter.value();
+
+ if (g->GetDesign() && !g->GetDesign()->turret_model) {
+ ListIter<Weapon> w_iter = g->GetWeapons();
+ while (++w_iter) {
+ Weapon* w = w_iter.value();
+
+ if (w->Availability() < 35)
+ continue;
+
+ if (w->GetAimVector() * svec < 0)
+ continue;
+
+ Point tloc = w->MountLocation();
+ Point delta = tloc - ship->Location();
+ double dlen = delta.length();
+
+ if (dlen < dist) {
+ subtgt = w;
+ dist = dlen;
+ }
+ }
+ }
+ }
+ }
+
+ subtarget = subtgt;
+ return subtarget;
+}
+
+// +--------------------------------------------------------------------+
+
+bool
+StarshipAI::AssessTargetPointDefense()
+{
+ if (Clock::GetInstance()->GameTime() - point_defense_time < 3500)
+ return tgt_point_defense;
+
+ tgt_point_defense = false;
+
+ if (!target || target->Type() != SimObject::SIM_SHIP || GetAILevel() < 2)
+ return tgt_point_defense;
+
+ Ship* tgt_ship = (Ship*) target;
+
+ if (!tgt_ship->IsStarship())
+ return tgt_point_defense;
+
+ Weapon* subtgt = 0;
+ Point svec = ship->Location() - tgt_ship->Location();
+
+ point_defense_time = Clock::GetInstance()->GameTime();
+
+ // first pass: turrets
+ ListIter<WeaponGroup> g_iter = tgt_ship->Weapons();
+ while (++g_iter && !tgt_point_defense) {
+ WeaponGroup* g = g_iter.value();
+
+ if (g->CanTarget(1)) {
+ ListIter<Weapon> w_iter = g->GetWeapons();
+ while (++w_iter && !tgt_point_defense) {
+ Weapon* w = w_iter.value();
+
+ if (w->Availability() > 35 && w->GetAimVector() * svec > 0)
+ tgt_point_defense = true;
+ }
+ }
+ }
+
+ return tgt_point_defense;
+}
+
+
+// +--------------------------------------------------------------------+
+
+Point
+StarshipAI::Transform(const Point& point)
+{
+ return point - self->Location();
+}
+
+Steer
+StarshipAI::Seek(const Point& point)
+{
+ // the point is in relative world coordinates
+ // x: distance east(-) / west(+)
+ // y: altitude down(-) / up(+)
+ // z: distance north(-) / south(+)
+
+ Steer result;
+
+ result.yaw = atan2(point.x, point.z) + PI;
+
+ double adjacent = sqrt(point.x*point.x + point.z*point.z);
+ if (fabs(point.y) > ship->Radius() && adjacent > ship->Radius())
+ result.pitch = atan(point.y / adjacent);
+
+ if (!_finite(result.yaw))
+ result.yaw = 0;
+
+ if (!_finite(result.pitch))
+ result.pitch = 0;
+
+ return result;
+}
+
+Steer
+StarshipAI::Flee(const Point& point)
+{
+ Steer result = Seek(point);
+ result.yaw += PI;
+ return result;
+}
+
+Steer
+StarshipAI::Avoid(const Point& point, float radius)
+{
+ Steer result = Seek(point);
+
+ if (point * ship->BeamLine() > 0)
+ result.yaw -= PI/2;
+ else
+ result.yaw += PI/2;
+
+ return result;
+}
+
+