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Merge pull request #3192 from acemod/getTargetDistance_to_LIS
Rewrite ace_common_fnc_getTargetDistance to use LineIntersectsSurfaces.
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@ -1,11 +1,11 @@
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/*
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* Author: commy2
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* Author: VKing
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* Get the distance to the next object the player is looking at. Used for laser distance measurements.
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*
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* Arguments:
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* 0: Messurement Accuracy <NUMBER>
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* 1: Maximal messure distance <NUMBER>
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* 2: Minimal messure distance (default: nil) <NUMBER>
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* 0: Measurement Accuracy (default: 1) <NUMBER>
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* 1: Maximum measure distance (default: 5000) <NUMBER>
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* 2: Minimum measure distance (default: 0) <NUMBER>
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*
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* Return Value:
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* Distance in meters <NUMBER>
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@ -14,33 +14,23 @@
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*/
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#include "script_component.hpp"
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params ["_interval", "_maxDistance", "_minDistance"];
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params [["_accuracy",1], ["_maxDistance",5000], ["_minDistance",0]];
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private _position = ATLToASL positionCameraToWorld [0, 0, 0];
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_position set [2, (_position select 2) - (getTerrainHeightASL _position min 0)];
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private _camPosition = AGLToASL positionCameraToWorld [0, 0, 0];
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private _aimLinePos = AGLToASL positionCameraToWorld [0, 0, _maxDistance];
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private _laser = + _position;
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private _line = [_position, _laser];
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private _LIS = lineIntersectsSurfaces [_camPosition, _aimLinePos];
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private _distance = _maxDistance;
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private _iteration = _distance;
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while {
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_iteration > _interval / 2
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} do {
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_iteration = _iteration / 2;
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_laser = ATLToASL positionCameraToWorld [0, 0, _distance];
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_laser set [2, (_laser select 2) - (getTerrainHeightASL _laser min 0)];
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_line set [1, _laser];
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_distance = _distance + (([1, -1] select (lineIntersects (_line + [vehicle ACE_player]) || {terrainIntersectASL _line})) * _iteration);
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private _distance = 0;
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if (count _LIS > 0) then {
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_distance = _camPosition vectorDistance ((_LIS select 0) select 0);
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} else {
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_distance = _maxDistance;
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};
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_distance = _interval * round (_distance / _interval);
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_distance = _distance max _minDistance;
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_distance = _distance min _maxDistance;
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if (!isNil "_minDistance") then {_distance = _distance max _minDistance};
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_accuracy = _accuracy max 1;
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_distance = (round (_distance/_accuracy)) * _accuracy;
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_distance
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