2018-09-17 19:19:29 +00:00
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#include "script_component.hpp"
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2016-05-30 16:37:03 +00:00
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/*
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* Author: zGuba 2011
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* Function helper for framing objects on screen.
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*
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* Arguments:
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* 0: object <OBJECT>
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* 1: margins 3D <ARRAY>
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* 0: X <NUMBER>
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* 1: Y <NUMBER>
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* 2: Z <NUMBER>
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* 2: offset 3D <ARRAY>
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* 0: X <NUMBER>
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* 1: Y <NUMBER>
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* 2: Z <NUMBER>
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*
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* Return Value:
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* 0: Minimal X <NUMMBER>
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* 1: Minimal Y <NUMMBER>
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* 2: Maximal X <NUMMBER>
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* 3: Maximal Y <NUMMBER>
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*
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2017-06-08 13:31:51 +00:00
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* Example:
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* [bob, [5, 5, 5], [6, 6, 6]] call ace_common_fnc_worldToScreenBounds
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*
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2016-05-30 16:37:03 +00:00
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* Public: No
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*/
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params ["_object", "_margins", "_offsets"];
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private _minX = 10;
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private _minY = 10;
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private _maxX = -10;
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private _maxY = -10;
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private _bounds = boundingBox _object;
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_margins params ["_marginsX", "_marginsY", "_marginsZ"];
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_offsets params ["_offsetsX", "_offsetsY", "_offsetsZ"];
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_bounds params ["_boundsMin", "_boundsMax"];
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_boundsMin params ["_boundsMinX", "_boundsMinY", "_boundsMinZ"];
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_boundsMax params ["_boundsMaxX", "_boundsMaxY", "_boundsMaxZ"];
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2016-11-15 18:15:25 +00:00
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_boundsMinX = ((_boundsMinX - _marginsX) min 0) + _offsetsX;
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_boundsMinY = ((_boundsMinY - _marginsY) min 0) + _offsetsY;
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_boundsMinZ = ((_boundsMinZ - _marginsZ) min 0) + _offsetsZ;
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2016-05-30 16:37:03 +00:00
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2016-11-15 18:15:25 +00:00
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_boundsMaxX = ((_boundsMaxX + _marginsX) max 0) + _offsetsX;
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_boundsMaxY = ((_boundsMaxY + _marginsY) max 0) + _offsetsY;
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_boundsMaxZ = ((_boundsMaxZ + _marginsZ) max 0) + _offsetsZ;
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2016-05-30 16:37:03 +00:00
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private _boundsCorners = [
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[_boundsMinX, _boundsMinY, _boundsMinZ],
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[_boundsMinX, _boundsMinY, _boundsMaxZ],
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[_boundsMinX, _boundsMaxY, _boundsMinZ],
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[_boundsMinX, _boundsMaxY, _boundsMaxZ],
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[_boundsMaxX, _boundsMinY, _boundsMinZ],
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[_boundsMaxX, _boundsMinY, _boundsMaxZ],
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[_boundsMaxX, _boundsMaxY, _boundsMinZ],
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[_boundsMaxX, _boundsMaxY, _boundsMaxZ]
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];
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{
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private _ppos = worldToScreen (_object modelToWorld _x);
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if (count _ppos >= 2) then {
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_ppos params ["_pposX", "_pposY"];
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if (_pposX < _minX) then {_minX = _pposX};
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if (_pposX > _maxX) then {_maxX = _pposX};
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if (_pposY < _minY) then {_minY = _pposY};
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if (_pposY > _maxY) then {_maxY = _pposY};
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}; //else - what to do if it is offscreen?
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false
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} count _boundsCorners;
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[_minX, _minY, _maxX, _maxY]
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