ACE3/addons/attach/functions/fnc_placeApprove.sqf

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#include "..\script_component.hpp"
/*
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* Author: Pabst Mirror (based on Explosive attach by Garth de Wet (LH))
* Approves placement of the lightObject, scans for an appropriate location and attaches
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* A player can release the attachObject with it floating in mid-air.
* This will use lineIntersectsSurfaces to scan towards the center of the vehicle to find a collision
* Arma's collision detection is of couse terrible and often misses collisions (difference between what we see and collision LOD)
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* So it does multiple scans at slighly different angles
* This is VERY computationaly intensive, but doesn't happen that often.
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*
* Arguments:
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* 0: Unit (player) <OBJECT>
* 1: attachToVehicle <OBJECT>
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* 2: Item Classname (CfgWeapon/CfgMagazine) <STRING>
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* 3: Light Vehicle Classname <STRING>
* 4: On Attach Text <STRING>
* 5: Starting Pos of dummy item <ARRAY>
* 5: Orientation of model <ARRAY>
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*
* Return Value:
* None
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*
* Example:
* None
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*
* Public: No
*/
params ["_unit", "_attachToVehicle", "_itemClassname", "_itemVehClass", "_onAttachText", "_startingPosition", "_itemModelOrientation"];
TRACE_6("params",_unit,_attachToVehicle,_itemClassname,_itemVehClass,_onAttachText,_startingPosition);
private _startingOffset = _attachToVehicle worldToModel _startingPosition;
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private _startDistanceFromCenter = vectorMagnitude _startingOffset;
private _closeInUnitVector = vectorNormalized (_startingOffset vectorFromTo [0,0,0]);
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private _closeInMax = _startDistanceFromCenter;
private _closeInMin = 0;
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while {(_closeInMax - _closeInMin) > 0.01} do {
private _closeInDistance = (_closeInMax + _closeInMin) / 2;
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// systemChat format ["Trying %1 from %2 start %3", _closeInDistance, [_closeInMax, _closeInMin], _startDistanceFromCenter];
private _endPosTestOffset = _startingOffset vectorAdd (_closeInUnitVector vectorMultiply _closeInDistance);
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_endPosTestOffset set [2, (_startingOffset select 2)];
private _endPosTest = _attachToVehicle modelToWorldVisual _endPosTestOffset;
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private _doesIntersect = false;
{
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if (_doesIntersect) exitWith {};
private _startingPosShifted = _startingPosition vectorAdd _x;
private _startASL = if (surfaceIsWater _startingPosShifted) then {_startingPosShifted} else {ATLtoASL _startingPosShifted};
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{
private _endPosShifted = _endPosTest vectorAdd _x;
private _endASL = if (surfaceIsWater _startingPosShifted) then {_endPosShifted} else {ATLtoASL _endPosShifted};
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#ifdef DRAW_ATTACH_SCAN
[{
params ["_args", "_idPFH"];
_args params ["_startingPosShifted", "_endPosShifted", "_timeAdded"];
drawLine3D [_startingPosShifted, _endPosShifted, [1,0,0,1]];
if (_timeAdded + 5 < CBA_missionTime) then {
[_idPFH] call CBA_fnc_removePerFrameHandler;
};
}, 0, [_startingPosShifted, _endPosShifted, CBA_missionTime]] call CBA_fnc_addPerFrameHandler;
#endif
// Default max results is 1, so take only first subarray and select parentObject (object itself or parent of proxy)
private _intersectObject = ((lineIntersectsSurfaces [_startASL, _endASL, _unit]) param [0, objNull]) param [3, objNull];
if (_attachToVehicle == _intersectObject) exitWith {_doesIntersect = true};
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} forEach [[0,0,0.045], [0,0,-0.045], [0,0.045,0], [0,-0.045,0], [0.045,0,0], [-0.045,0,0]];
} forEach [[0,0,0], [0,0,0.05], [0,0,-0.05]];
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if (_doesIntersect) then {
_closeInMax = _closeInDistance;
} else {
_closeInMin = _closeInDistance;
};
};
private _closeInDistance = (_closeInMax + _closeInMin) / 2;
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//Checks (too close to center or can't attach)
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if (((_startDistanceFromCenter - _closeInDistance) < 0.1) || {!([_attachToVehicle, _unit, _itemClassname] call FUNC(canAttach))}) exitWith {
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TRACE_2("no valid spot found",_closeInDistance,_startDistanceFromCenter);
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[localize LSTRING(Failed)] call EFUNC(common,displayTextStructured);
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};
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//Move it out slightly, for visability sake (better to look a little funny than be embedded//sunk in the hull and be useless)
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_closeInDistance = (_closeInDistance - 0.0085);
//Create New 'real' Object
private _endPosTestOffset = _startingOffset vectorAdd (_closeInUnitVector vectorMultiply _closeInDistance);
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_endPosTestOffset set [2, (_startingOffset select 2)];
private _attachedObject = _itemVehClass createVehicle (getPos _unit);
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_attachedObject attachTo [_attachToVehicle, _endPosTestOffset];
// Get wanted orientation if any is set
_itemModelOrientation params [["_roll", 0], ["_yaw", 90]];
private _dirAndUp = [[[0,1,0],[0,0,1]], -_yaw, 0, _roll] call BIS_fnc_transformVectorDirAndUp;
// Transform dir and up vector from player model to world, then to model-space of _attachToVehicle
private _dir = _unit vectorModelToWorldVisual _dirAndUp#0;
_dir = _attachToVehicle vectorWorldToModelVisual _dir;
private _up = _unit vectorModelToWorldVisual _dirAndUp#1;
_up = _attachToVehicle vectorWorldToModelVisual _up;
_attachedObject setVectorDirAndUp [_dir, _up];
//Remove Item from inventory
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_unit removeItem _itemClassname;
//Add Object to attached array
private _attachList = _attachToVehicle getVariable [QGVAR(attached), []];
_attachList pushBack [_attachedObject, _itemClassname];
_attachToVehicle setVariable [QGVAR(attached), _attachList, true];
[QGVAR(attached), [_attachedObject, _itemClassname, false]] call CBA_fnc_localEvent;
[_onAttachText, 2] call EFUNC(common,displayTextStructured);