ACE3/addons/laser/functions/fnc_shootRay.sqf

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#include "script_component.hpp"
/*
* Author: Nou, PabstMirror
* Shoots a ray from a source to a direction and finds first intersction and distance.
*
* Arguments:
* 0: Origin position ASL <ARRAY>
* 1: Direction (normalized) <ARRAY>
* 2: Ignore 1 (e.g. Player's vehicle) <OBJECT> (default: objNull)
* 2: Ignore 2 (e.g. Player's vehicle) <OBJECT> (default: objNull)
*
* Return Value:
* [posASL, distance] - pos will be nil if no intersection <ARRAY>
*
* Example:
* [getPosASL player, [0,1,0], player] call ace_laser_fnc_shootRay
*
* Public: No
*/
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BEGIN_COUNTER(shootRay);
params ["_posASL", "_dir", ["_ignoreVehicle1", objNull], ["_ignoreVehicle2", objNull]];
// TRACE_2("ray origin:", _posASL, _dir);
private _distance = 0;
private _resultPos = nil;
private _farPoint = _posASL vectorAdd (_dir vectorMultiply 10000);
private _intersects = lineIntersectsSurfaces [_posASL, _farPoint, _ignoreVehicle1, _ignoreVehicle2];
// workaround for lineIntersectsSurfaces using a hardcoded max distance of 5000m. New max distance 15000m
if (_intersects isEqualTo []) then {
_intersects = lineIntersectsSurfaces [_posASL vectorAdd (_dir vectorMultiply 5000), _farPoint vectorAdd (_dir vectorMultiply 5000), _ignoreVehicle1, _ignoreVehicle2];
if (_intersects isEqualTo []) then {
_intersects = lineIntersectsSurfaces [_posASL vectorAdd (_dir vectorMultiply 10000), _farPoint vectorAdd (_dir vectorMultiply 10000), _ignoreVehicle1, _ignoreVehicle2];
};
};
if (!(_intersects isEqualTo [])) then {
(_intersects select 0) params ["_intersectPosASL", "", "_intersectObject"];
// Move back slightly to prevents issues with it going below terrain
_distance = (_posASL vectorDistance _intersectPosASL) - 0.005;
_resultPos = _posASL vectorAdd (_dir vectorMultiply _distance);
};
TRACE_3("", _resultPos, _distance, _intersects);
#ifdef DRAW_LASER_INFO
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if (!isNil "_resultPos") then {
private _text = [_distance, 4, 0] call CBA_fnc_formatNumber;
drawIcon3D ["\a3\ui_f\data\IGUI\Cfg\Cursors\selectover_ca.paa", [0, 1, 0, 1], ASLtoAGL _resultPos, 0.5, 0.5, 0, _text, 0.4, 0.025, "TahomaB"];
drawLine3D [ASLtoAGL _posASL, ASLtoAGL _resultPos, [0,1,0,1]];
};
#endif
END_COUNTER(shootRay);
[_resultPos, _distance];