2015-01-25 03:59:20 +00:00
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/*
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2015-03-24 04:18:00 +00:00
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* Author: commy2 and esteldunedain
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2015-01-25 03:59:20 +00:00
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*
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* Calculate the distance to the first intersection of a line
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*
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2015-08-30 05:35:58 +00:00
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* Arguments:
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* 0: Pos ASL of origin (ARRAY>
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* 1: Direction <ARRAY>
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* 2: Max distance to search <Number>
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2015-01-25 03:59:20 +00:00
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*
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* Return value:
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2015-08-30 05:35:58 +00:00
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* Distance to intersection (+- 0.1 m) <NUMBER>
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2015-01-25 03:59:20 +00:00
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*/
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2015-01-14 04:15:58 +00:00
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#include "script_component.hpp"
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2015-01-11 16:42:31 +00:00
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2015-01-25 03:59:20 +00:00
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EXPLODE_3_PVT(_this,_posASL,_direction,_maxDistance);
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2015-01-11 16:42:31 +00:00
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2015-04-03 21:22:04 +00:00
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private ["_distance", "_interval", "_line", "_intersections", "_terrainIntersect", "_lastTerrainIntersect"];
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2015-02-15 16:14:09 +00:00
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2015-01-11 16:42:31 +00:00
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_distance = _maxDistance;
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2015-01-25 03:59:20 +00:00
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_interval = _distance;
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_line = [_posASL, []];
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2015-04-03 21:22:04 +00:00
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_terrainIntersect = false;
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_lastTerrainIntersect = false;
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2015-01-11 16:42:31 +00:00
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while {
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2015-01-25 03:59:20 +00:00
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_interval > 0.1
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2015-01-11 16:42:31 +00:00
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} do {
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2015-04-03 21:22:04 +00:00
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_lastTerrainIntersect = _terrainIntersect;
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2015-01-25 03:59:20 +00:00
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_interval = _interval / 2;
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2015-01-11 16:42:31 +00:00
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2015-01-25 03:59:20 +00:00
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_line set [1, _posASL vectorAdd (_direction vectorMultiply _distance)];
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2015-01-11 16:42:31 +00:00
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2015-01-25 03:59:20 +00:00
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_intersections = {
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_x isKindOf "Static" || {_x isKindOf "AllVehicles"}
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} count (lineIntersectsWith _line);
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2015-01-11 16:42:31 +00:00
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2015-04-03 21:22:04 +00:00
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_terrainIntersect = if (_intersections > 0) then {
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false
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} else {
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terrainIntersectASL _line
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};
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_distance = _distance + ([1, -1] select (_intersections > 0 || _terrainIntersect)) * _interval;
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2015-01-25 03:59:20 +00:00
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if (_distance > _maxDistance) exitWith {_distance = 999};
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2015-01-11 16:42:31 +00:00
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};
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2015-04-03 21:22:04 +00:00
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if (_distance > _maxDistance) exitWith {_distance};
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// If the intersection was with the terrain, check slope
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if (_terrainIntersect || _lastTerrainIntersect) exitWith {
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private ["_slope","_angle"];
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_slope = surfaceNormal (_posASL vectorAdd (_direction vectorMultiply _distance));
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// Calculate the angle between the terrain and the back blast direction
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_angle = 90 - acos (- (_slope vectorDotProduct _direction));
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//systemChat format ["Angle: %1", _angle];
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// Angles is below 25º, no backblast at all
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if (_angle < 25) exitWith {_distance = 999};
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// Angles is below 45º the distance is increased according to the difference
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if (_angle < 45) exitWith {_distance = _distance * (5 - 4 * sqrt ((_angle - 25)/20))};
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// Angles above 45º create full backblast
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};
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2015-01-25 03:59:20 +00:00
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_distance
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