ACE3/addons/resting/functions/fnc_getIntersection.sqf

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/*
* Author: KoffeinFlummi, edited by commy2 and CAA-Picard
*
* Prepares intersects
*
* Arguments:
* 0: unit
* 1: vehicle
* 2: weapon
*
* Return Values:
* [_intersectsMiddle, _intersectsLeft, _intersectsRight, _intersectsDown]
*
*/
#include "script_component.hpp"
EXPLODE_3_PVT(_this,_unit,_vehicle,_weapon);
private ["_weaponPos", "_weaponDir", "_weaponPosDown"];
_weaponPos = ATLtoASL (_unit modelToWorld (_unit selectionPosition "RightHand"));
_weaponDir = _unit weaponDirection _weapon;
_weaponPosDown = _weaponPos vectorAdd [0,0,-MAXHEIGHT];
private ["_checkPosMiddle", "_checkPosLeft", "_checkPosRight", "_checkPosDown"];
_checkPosMiddle = [
(_weaponPos select 0) + MAXDISTANCE * (_weaponDir select 0),
(_weaponPos select 1) + MAXDISTANCE * (_weaponDir select 1),
(_weaponPos select 2) + MAXDISTANCE * (_weaponDir select 2)
];
_checkPosLeft = [
(_weaponPos select 0) + MAXDISTANCE * sin (((_weaponDir select 0) atan2 (_weaponDir select 1)) + 360 - MAXANGLE),
(_weaponPos select 1) + MAXDISTANCE * cos (((_weaponDir select 0) atan2 (_weaponDir select 1)) + 360 - MAXANGLE),
(_weaponPos select 2) + MAXDISTANCE * (_weaponDir select 2)
];
_checkPosRight = [
(_weaponPos select 0) + MAXDISTANCE * sin (((_weaponDir select 0) atan2 (_weaponDir select 1)) + MAXANGLE),
(_weaponPos select 1) + MAXDISTANCE * cos (((_weaponDir select 0) atan2 (_weaponDir select 1)) + MAXANGLE),
(_weaponPos select 2) + MAXDISTANCE * (_weaponDir select 2)
];
_checkPosDown = [
(_weaponPos select 0) + MAXDISTANCE * (_weaponDir select 0),
(_weaponPos select 1) + MAXDISTANCE * (_weaponDir select 1),
(_weaponPos select 2) + MAXDISTANCE * (_weaponDir select 2) - MAXHEIGHT
];
/* UNCOMMENT THIS FOR DEBUGGING
weaponPos = ASLtoATL _weaponPos;
weaponPosDown = ASLtoATL _weaponPosDown;
checkPosMiddle = ASLtoATL _checkPosMiddle;
checkPosLeft = ASLtoATL _checkPosLeft;
checkPosRight = ASLtoATL _checkPosRight;
checkPosDown = ASLtoATL _checkPosDown;
onEachFrame {
drawLine3D [weaponPos, checkPosMiddle, [1,0,0,1]];
drawLine3D [weaponPos, checkPosLeft, [1,0,0,1]];
drawLine3D [weaponPos, checkPosRight, [1,0,0,1]];
drawLine3D [weaponPosDown, checkPosDown, [1,0,0,1]];
};*/
private ["_intersectsMiddle", "_intersectsLeft", "_intersectsRight", "_intersectsDown"];
_intersectsMiddle = lineIntersects [_weaponPos, _checkPosMiddle];
_intersectsLeft = lineIntersects [_weaponPos, _checkPosLeft];
_intersectsRight = lineIntersects [_weaponPos, _checkPosRight];
_intersectsDown = lineIntersects [_weaponPos, _checkPosDown] || {terrainIntersectASL [_weaponPosDown, _checkPosDown]};
[_intersectsMiddle, _intersectsLeft, _intersectsRight, _intersectsDown]