ACE3/addons/interact_menu/functions/fnc_renderActionPoints.sqf

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/*
* Author: NouberNou and esteldunedain
* Render all action points
*
* Argument:
* None
*
* Return value:
* None
*
* Public: No
*/
#include "script_component.hpp"
GVAR(currentOptions) = [];
private ["_player","_numInteractObjects","_numInteractions","_actionsVarName","_classActions","_target","_player","_action","_cameraPos","_cameraDir", "_lambda", "_nearestObjects", "_pos", "_virtualPoint", "_wavesAtOrigin", "_wavesAtVirtualPoint"];
_player = ACE_player;
_cameraPos = (positionCameraToWorld [0, 0, 0]) call EFUNC(common,positionToASL);
_cameraDir = ((positionCameraToWorld [0, 0, 1]) call EFUNC(common,positionToASL)) vectorDiff _cameraPos;
_fnc_renderNearbyActions = {
// Render all nearby interaction menus
#define MAXINTERACTOBJECTS 3
GVAR(foundActions) = [];
GVAR(lastTimeSearchedActions) = ACE_diagTime;
_numInteractObjects = 0;
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_nearestObjects = nearestObjects [ACE_player, ["All"], 13];
{
_target = _x;
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// Quick oclussion test. Skip objects more than 1 m behind the camera plane
_lambda = ((getPosASL _x) vectorDiff _cameraPos) vectorDotProduct _cameraDir;
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if (_lambda > -1) then {
_numInteractions = 0;
// Prevent interacting with yourself or your own vehicle
if (_target != ACE_player && {_target != vehicle ACE_player}) then {
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// Iterate through object actions, find base level actions and render them if appropiate
_actionsVarName = format [QGVAR(Act_%1), typeOf _target];
GVAR(objectActionList) = _target getVariable [QGVAR(actions), []];
{
// Only render them directly if they are base level actions
if (count (_x select 1) == 0) then {
// Try to render the menu
_action = _x;
if ([_target, _action] call FUNC(renderBaseMenu)) then {
_numInteractions = _numInteractions + 1;
GVAR(foundActions) pushBack [_target, _action];
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};
};
} forEach GVAR(objectActionList);
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// Iterate through base level class actions and render them if appropiate
_classActions = missionNamespace getVariable [_actionsVarName, []];
{
_action = _x;
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// Try to render the menu
if ([_target, _action] call FUNC(renderBaseMenu)) then {
_numInteractions = _numInteractions + 1;
GVAR(foundActions) pushBack [_target, _action];
};
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} forEach _classActions;
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// Limit the amount of objects the player can interact with
if (_numInteractions > 0) then {
_numInteractObjects = _numInteractObjects + 1;
};
};
};
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if (_numInteractObjects >= MAXINTERACTOBJECTS) exitWith {};
} forEach _nearestObjects;
};
_fnc_renderLastFrameActions = {
{
_x call FUNC(renderBaseMenu);
} forEach GVAR(foundActions);
};
_fnc_renderSelfActions = {
_target = _this;
// Iterate through object actions, find base level actions and render them if appropiate
_actionsVarName = format [QGVAR(SelfAct_%1), typeOf _target];
GVAR(objectActionList) = _target getVariable [QGVAR(selfActions), []];
/*
{
_action = _x;
// Only render them directly if they are base level actions
if (count (_action select 7) == 1) then {
[_target, _action, 0, [180, 360]] call FUNC(renderMenu);
};
} forEach GVAR(objectActionList);
*/
// Iterate through base level class actions and render them if appropiate
_actionsVarName = format [QGVAR(SelfAct_%1), typeOf _target];
_classActions = missionNamespace getVariable [_actionsVarName, []];
_pos = if !(GVAR(useCursorMenu)) then {
_virtualPoint = (((positionCameraToWorld [0, 0, 0]) call EFUNC(common,positionToASL)) vectorAdd GVAR(selfMenuOffset)) call EFUNC(common,ASLToPosition);
_wavesAtOrigin = [(positionCameraToWorld [0, 0, 0])] call EFUNC(common,waveHeightAt);
_wavesAtVirtualPoint = [_virtualPoint] call EFUNC(common,waveHeightAt);
_virtualPoint set [2, ((_virtualPoint select 2) - _wavesAtOrigin + _wavesAtVirtualPoint)];
_virtualPoint
} else {
[0.5, 0.5]
};
{
_action = _x;
[_target, _action, _pos] call FUNC(renderBaseMenu);
} forEach _classActions;
};
GVAR(collectedActionPoints) resize 0;
// Render nearby actions, unit self actions or vehicle self actions as appropiate
if (GVAR(openedMenuType) == 0) then {
if (vehicle ACE_player == ACE_player) then {
if (ACE_diagTime > GVAR(lastTimeSearchedActions) + 0.20) then {
// Once every 0.2 secs, collect nearby objects active and visible action points and render them
call _fnc_renderNearbyActions;
} else {
// The rest of the frames just draw the same action points rendered the last frame
call _fnc_renderLastFrameActions;
};
} else {
(vehicle ACE_player) call _fnc_renderSelfActions;
};
} else {
ACE_player call _fnc_renderSelfActions;
};
if (count GVAR(collectedActionPoints) > 1) then {
// Do the oclusion pass
// Order action points according to z
GVAR(collectedActionPoints) sort true;
private ["_i","_j","_delta"];
for [{_i = count GVAR(collectedActionPoints) - 1}, {_i > 0}, {_i = _i - 1}] do {
for [{_j = _i - 1}, {_j >= 0}, {_j = _j - 1}] do {
// Check if action point _i is ocluded by _j
_delta = vectorNormalized ((GVAR(collectedActionPoints) select _i select 1) vectorDiff (GVAR(collectedActionPoints) select _j select 1));
// If _i is inside a cone with 20º half angle with origin on _j
if (_delta select 2 > 0.94) exitWith {
GVAR(collectedActionPoints) deleteAt _i;
};
};
};
};
// Render the non-ocluded points
{
EXPLODE_3_PVT(_x,_z,_sPos,_activeActionTree);
[[], _activeActionTree, _sPos, [180,360]] call FUNC(renderMenu);
} forEach GVAR(collectedActionPoints);