Constraints work, added worldToScreenBounds to common.

This commit is contained in:
jaynus 2015-04-10 14:20:06 -07:00
parent 721898d9fb
commit 0a88220fc2
7 changed files with 106 additions and 50 deletions

View File

@ -178,6 +178,9 @@ PREP(useItem);
PREP(useMagazine);
PREP(waitAndExecute);
// Model and drawing helpers
PREP(worldToScreenBounds);
// config items
PREP(getConfigType);
PREP(getItemType);

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@ -0,0 +1,52 @@
// (c) zGuba 2011
// Function helper for framing objects on screen.
// Input: [_object,_margins3D,_offset3D] (object, 3 * float array, 3 * float array)
// Output: [_minX,_minY,_minY,_maxY] (4 * float)
#include "script_component.hpp"
private ["_minX","_minY","_maxX","_maxY"];
PARAMS_3(_object,_margins,_offsets);
_minX = 10;
_minY = 10;
_maxX = -10;
_maxY = -10;
if (true) then {
_bounds = boundingBox _object;
_boundsMin = _bounds select 0;
_boundsMinX = (_boundsMin select 0) - (_margins select 0) + (_offsets select 0);
_boundsMinY = (_boundsMin select 1) - (_margins select 1) + (_offsets select 1);
_boundsMinZ = (_boundsMin select 2) - (_margins select 2) + (_offsets select 2);
_boundsMax = _bounds select 1;
_boundsMaxX = (_boundsMax select 0) + (_margins select 0) + (_offsets select 0);
_boundsMaxY = (_boundsMax select 1) + (_margins select 1) + (_offsets select 1);
_boundsMaxZ = (_boundsMax select 2) + (_margins select 2) + (_offsets select 2);
_boundsCorners = [
[_boundsMinX,_boundsMinY,_boundsMinZ],
[_boundsMinX,_boundsMinY,_boundsMaxZ],
[_boundsMinX,_boundsMaxY,_boundsMinZ],
[_boundsMinX,_boundsMaxY,_boundsMaxZ],
[_boundsMaxX,_boundsMinY,_boundsMinZ],
[_boundsMaxX,_boundsMinY,_boundsMaxZ],
[_boundsMaxX,_boundsMaxY,_boundsMinZ],
[_boundsMaxX,_boundsMaxY,_boundsMaxZ]
];
{
_ppos = worldToScreen (_object modelToWorld _x);
_pposX = _ppos select 0;
_pposY = _ppos select 1;
if (_pposX < _minX) then {_minX = _pposX};
if (_pposX > _maxX) then {_maxX = _pposX};
if (_pposY < _minY) then {_minY = _pposY};
if (_pposY > _maxY) then {_maxY = _pposY};
} forEach _boundsCorners;
};
[_minX,_minY,_maxX,_maxY]

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@ -84,7 +84,7 @@ class RscInGameUI {
class ACE_TargetingGate : ACE_TargetingConstrains {
idc = 699200;
class Controls {
class TargetingGateTL: TargetingConstrains {
class TargetingGateTL: ACE_TargetingConstrains {
x = "((SafezoneW -(3/4)*SafezoneH)/2) - SafezoneX";
y = "0.15*SafezoneH - SafezoneY";
idc = 699201;

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@ -1,8 +1,5 @@
#include "script_component.hpp"
PREP(translateToWeaponSpace);
PREP(translateToModelSpace);
PREP(lockKeyDown);
PREP(lockKeyUp);

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@ -83,9 +83,59 @@ if (isNull _newTarget) then {
} else {
if(diag_tickTime - _lockTime > 3) then {
TRACE_2("LOCKED!", _currentTarget, _lockTime);
__JavelinIGUISeek ctrlSetTextColor __ColorGreen;
__JavelinIGUINFOV ctrlSetTextColor __ColorNull;
__JavelinIGUITargetingConstrains ctrlShow true;
__JavelinIGUITargetingGate ctrlShow true;
__JavelinIGUITargetingLines ctrlShow true;
_apos = worldToScreen (_newTarget modelToWorld _randomPosWithinBounds);
_aposX = 0;
_aposY = 0;
if (count _apos < 2) then {
_aposX = 1;
_aposY = 0;
} else {
_aposX = (_apos select 0) + _offsetX;
_aposY = (_apos select 1) + _offsetY;
};
// Move target marker to coords.
__JavelinIGUITargetingLineV ctrlSetPosition [_aposX,ctrlPosition __JavelinIGUITargetingLineV select 1];
__JavelinIGUITargetingLineH ctrlSetPosition [ctrlPosition __JavelinIGUITargetingLineH select 0,_aposY];
{_x ctrlCommit __TRACKINTERVAL} forEach [__JavelinIGUITargetingLineH,__JavelinIGUITargetingLineV];
_boundsInput = if (_currentTarget isKindOf "CAManBase") then {
[_currentTarget,[-1,-1,-2],_currentTarget selectionPosition "body"];
} else {
[_currentTarget,[-1,-1,-2],_currentTarget selectionPosition "zamerny"];
};
_bpos = _boundsInput call FUNC(worldToScreenBounds);
_constraintTop = __ConstraintTop;
_constraintLeft = __ConstraintLeft;
_constraintBottom = __ConstraintBottom;
_constraintRight = __ConstraintRight;
_offsetX = __OffsetX;
_offsetY = __OffsetY;
_minX = ((_bpos select 0) + _offsetX) max _constraintLeft;
_minY = ((_bpos select 1) + _offsetY) max _constraintTop;
_maxX = ((_bpos select 2) + _offsetX) min (_constraintRight - 0.025*(3/4)*SafezoneH);
_maxY = ((_bpos select 3) + _offsetY) min (_constraintBottom - 0.025*SafezoneH);
__JavelinIGUITargetingGateTL ctrlSetPosition [_minX,_minY];
__JavelinIGUITargetingGateTR ctrlSetPosition [_maxX,_minY];
__JavelinIGUITargetingGateBL ctrlSetPosition [_minX,_maxY];
__JavelinIGUITargetingGateBR ctrlSetPosition [_maxX,_maxY];
{_x ctrlCommit __TRACKINTERVAL} forEach [__JavelinIGUITargetingGateTL,__JavelinIGUITargetingGateTR,__JavelinIGUITargetingGateBL,__JavelinIGUITargetingGateBR];
ACE_player setVariable["ace_missileguidance_target", _currentTarget, false];

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@ -1,20 +0,0 @@
//#define DEBUG_MODE_FULL
#include "script_component.hpp"
TRACE_1("enter", _this);
_object = _this select 0;
_origin = getPosASL _object;
_matrix = _this select 1;
_xVec = _matrix select 0;
_yVec = _matrix select 1;
_zVec = _matrix select 2;
_offset = _this select 2;
_x = _offset select 0;
_y = _offset select 1;
_z = _offset select 2;
_out = (((_xVec vectorMultiply _x) vectorAdd (_yVec vectorMultiply _y)) vectorAdd (_zVec vectorMultiply _z)) vectorAdd _origin;
_out;

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@ -1,26 +0,0 @@
//#define DEBUG_MODE_FULL
#include "script_component.hpp"
TRACE_1("enter", _this);
_object = _this select 0;
_origin = getPosASL _object;
_matrix = _this select 1;
_xVec = _matrix select 0;
_yVec = _matrix select 1;
_zVec = _matrix select 2;
_offset = _this select 2;
_offset = _offset vectorDiff _origin;
_x = _offset select 0;
_y = _offset select 1;
_z = _offset select 2;
_out = [
((_xVec select 0)*_x) + ((_xVec select 1)*_y) + ((_xVec select 2)*_z),
((_yVec select 0)*_x) + ((_yVec select 1)*_y) + ((_yVec select 2)*_z),
((_zVec select 0)*_x) + ((_zVec select 1)*_y) + ((_zVec select 2)*_z)
];
_out;