ACE3/addons/spectator/functions/fnc_ui_draw3D.sqf

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#include "script_component.hpp"
/*
* Author: Nelson Duarte, AACO, SilentSpike
* Function used to draw the 3D icons and track the cursor object
*
* Arguments:
* None
*
* Return Value:
* None
*
* Example:
* addMissionEventHandler ["Draw3D", {call ace_spectator_fnc_ui_draw3D}]
*
* Public: No
*/
#define HEIGHT_OFFSET 1.5
BEGIN_COUNTER(updateCursor);
private _camTarget = missionNamespace getVariable [QGVAR(camFocus), objNull];
private _camTargetVeh = vehicle _camTarget;
private _cursorObject = objNull;
// This doesn't work for units underwater due to use of screenToWorld
// Would be hard to work around due to parallax
private _start = AGLToASL positionCameraToWorld [0,0,0];
private _end = AGLToASL screenToWorld getMousePosition;
// Can only select units within name drawing distance
if ((_start distanceSqr _end) <= DISTANCE_NAMES_SQR) then {
private _intersections = lineIntersectsSurfaces [_start, _end, _camTarget, _camTargetVeh];
if !(_intersections isEqualTo []) then {
_cursorObject = effectiveCommander ((_intersections select 0) select 3);
};
};
GVAR(cursorObject) = _cursorObject;
END_COUNTER(updateCursor);
if !(GVAR(uiMapVisible)) then {
if (GVAR(drawUnits)) then {
BEGIN_COUNTER(drawTags);
// Groups and Units
{
_x params ["_unit", "_type", "_icon"];
private _position = (_unit modelToWorldVisual (_unit selectionPosition "Head")) vectorAdd [0,0,HEIGHT_OFFSET];
// Cursor object is always effectiveCommander so no need to check `in`
if (_type == 2 && {_unit in _camTargetVeh || _unit == _cursorObject}) then {
drawIcon3D [
ICON_BACKGROUND_UNIT,
[0, 0, 0, [0.4, 0.8] select (_unit in _camTargetVeh)],
_position,
5,
4,
0,
"",
0,
0.035,
"PuristaMedium",
"center"
];
};
// Apply modifiers
if (_type == 1 && { time <= GETVAR(_unit,GVAR(highlightTime),0) }) then {
_icon set [1, [1,1,1, ((_icon select 1) select 3)]];
};
_icon set [2, _position];
// Draw icon
drawIcon3D _icon;
} forEach GVAR(iconsToDraw);
END_COUNTER(drawTags);
};
// Draw projectiles and grenades paths
if (GVAR(drawProjectiles)) then {
BEGIN_COUNTER(drawTracers);
private _projectilesNew = [];
private _grenadesNew = [];
// Draw projectiles if there are any
{
_x params [
["_projectile", objNull, [objNull]],
["_segments", [], [[]]]
];
if !(isNull _projectile) then {
// Store new segment
private _newestIndex = _segments pushBack [
getPosVisual _projectile,
(vectorMagnitude velocity _projectile) call {
if (_this < 250) exitWith { [0,0,1,1] };
if (_this < 500) exitWith { [0,1,0,1] };
[1,0,0,1]
}
];
// Clamp number of segments to be drawn
if (_newestIndex > MAX_PROJECTILE_SEGMENTS) then {
_segments deleteAt 0;
DEC(_newestIndex);
};
// Store projectiles for next frame
_projectilesNew pushBack [_projectile, _segments];
// Draw all projectile segments
private _oldLoc = [];
{
_x params ["_locNew", "_colorNew"];
if !(_oldLoc isEqualTo []) then {
drawLine3D [_oldLoc, _locNew, _colorNew];
};
_oldLoc = _locNew;
} forEach _segments;
};
} forEach GVAR(projectilesToDraw);
GVAR(projectilesToDraw) = _projectilesNew;
{
if !(isNull _x) then {
private _grenadeVelocityMagnitude = vectorMagnitude velocity _x;
// Draw grenade (rotate icon to represent spinning)
drawIcon3D [ICON_GRENADE, [1,0,0,1], getPosVisual _x, 0.6, 0.6, if (_grenadeVelocityMagnitude > 0) then { time * 100 * _grenadeVelocityMagnitude } else { 0 }, "", 0, 0.05, "TahomaB"];
// Store grenade for next frame
_grenadesNew pushBack _x;
};
} forEach GVAR(grenadesToDraw);
GVAR(grenadesToDraw) = _grenadesNew;
END_COUNTER(drawTracers);
};
};