laserpointer: various improvements:

- calculate system of reference vectors to offset the laser start.
- as much stuff as possible calculated in ASL, removing all conversions inside loops.
- halved the distance in which men are searched.
- increased the tolerance when calculating distance.
This commit is contained in:
Nicolás Badano 2015-01-17 23:51:31 -03:00
parent e7ec905892
commit 74bfc31598

View File

@ -1,46 +1,55 @@
// by commy2
// by commy2 and CAA-Picard
#include "script_component.hpp"
private ["_unit", "_range", "_isGreen"];
EXPLODE_3_PVT(_this,_unit,_range,_isGreen);
_unit = _this select 0;
_range = _this select 1;
_isGreen = _this select 2;
_p0Pos = _unit modelToWorld (_unit selectionPosition "righthand");
_p0 = _unit modelToWorld (_unit selectionPosition "righthand");
_d = _unit weaponDirection currentWeapon _unit;
// Convert _p0Pos to ASL
_p0 = + _p0Pos;
if (!surfaceIsWater _p0) then {
_p0 = ATLtoASL _p0;
};
_p1 = _p0 vectorAdd (_d vectorMultiply _range);
_pA = _p0 vectorAdd (_d vectorMultiply 0.5);
// Find a system of orthogonal reference vectors
// _v1 points in the direction of the weapon
// _v2 points to the right of the weapon
// _v3 points to the top side of the weapon
_v1 = _unit weaponDirection currentWeapon _unit;
_v2 = vectorNormalized (_v1 vectorCrossProduct [0,0,1]);
_v3 = _v2 vectorCrossProduct _v1;
_offset0 = getTerrainHeightASL _p0;
_offset1 = getTerrainHeightASL _p1;
_offsetA = getTerrainHeightASL _pA;
// Offset over the 3 reference axis
// This offset could eventually be configured by weapon in the config
_offV1 = 0.31;
_offV2 = 0;
_offV3 = 0.08;
_p1 = _p1 vectorAdd [0, 0, _offset0 - _offset1];
_p0 = _pA vectorAdd [0, 0, _offset0 - _offsetA];
// Offset _p0, the start of the laser
_p0 = _p0 vectorAdd (_v1 vectorMultiply _offV1) vectorAdd (_v3 vectorMultiply _offV3) vectorAdd (_v2 vectorMultiply _offV2);
_p0Pos = _p0Pos vectorAdd (_v1 vectorMultiply _offV1) vectorAdd (_v3 vectorMultiply _offV3) vectorAdd (_v2 vectorMultiply _offV2);
// Calculate _p1, the potential end of the laser
_p1 = _p0 vectorAdd (_v1 vectorMultiply _range);
_fnc_getDistance = {
//Debugaaa = lineIntersectsObjs [_p0, _p1, objNull, _unit, false, 2];
_fnc_getDistanceToTerrain = {
private "_distance";
_pX = + _p0;
_line = [ATLToASL _p0, ATLToASL _pX];
_line = [_p0, _pX];
_distance = _this;
_iteration = _distance;
while {
_iteration > 0.01 / 2
_iteration > 0.05 / 2
} do {
_iteration = _iteration / 2;
_pX = _p0 vectorAdd (_d vectorMultiply _distance);
_pX = _p0 vectorAdd (_v1 vectorMultiply _distance);
_offsetX = getTerrainHeightASL _pX;
_pX = _pX vectorAdd [0, 0, _offset0 - _offsetX];
_line set [1, ATLToASL _pX];
_line set [1, _pX];
_distance = _distance + (([1, -1] select (lineIntersects (_line + [_unit]) || {terrainIntersectASL _line})) * _iteration);
@ -50,53 +59,60 @@ _fnc_getDistance = {
_distance
};
_distance = _range call _fnc_getDistance;
// Get distance to nearest object or terrain (excluding men)
_distance = _range call _fnc_getDistanceToTerrain;
// Find all men potentially intercepted by the ray
_intermediatePos = _p0 vectorAdd (_v1 vectorMultiply _distance/2);
if (!surfaceIsWater _intermediatePos) then {
_intermediatePos = ASLtoATL _intermediatePos;
};
_units = nearestObjects [_intermediatePos, ["Man"], _distance/2];
_units = nearestObjects [_unit, ["Man"], _distance];
_units deleteAt (_units find _unit);
_fnc_doesIntersect = {
_pX = _p0 vectorAdd (_d vectorMultiply (_this select 1));
_offsetX = getTerrainHeightASL _pX;
_pX = _pX vectorAdd [0, 0, _offset0 - _o1];
count ([_this select 0, "FIRE"] intersect [_p0, _pX]) > 0
_fnc_doesIntersectWithMan = {
_pX = _p0 vectorAdd (_v1 vectorMultiply (_this select 1));
if (!surfaceIsWater _pX) then {
_pX = ASLtoATL _pX;
};
count ([_this select 0, "FIRE"] intersect [_p0Pos, _pX]) > 0
};
// Test intersection with nearby men
{
if ([_x, _distance] call _fnc_doesIntersect) then {
_distance = _distance min (_unit distance _x);
if ([_x, _distance] call _fnc_doesIntersectWithMan) then {
_distance = _distance min ((_unit distance _x) - _offV1);
};
} forEach _units;
//systemChat str _distance;
if (_distance < 0.5) exitWith {};
_pL = _p0 vectorAdd (_d vectorMultiply _distance);
_pL2 = _p0 vectorAdd (_d vectorMultiply (_distance - 0.5));
_pL = _p0 vectorAdd (_v1 vectorMultiply _distance);
_pL2 = _p0 vectorAdd (_v1 vectorMultiply (_distance - 0.5));
_offsetL = getTerrainHeightASL _pL;
_offsetL2 = getTerrainHeightASL _pL2;
_pL = _pL vectorAdd [0, 0, _offset0 - _offsetL];
_pL2 = _pL2 vectorAdd [0, 0, _offset0 - _offsetL2];
// Convert _pL to pos
if (!surfaceIsWater _pL) then {
_pL = ASLtoATL _pL;
};
drawLine3D [
_p0,
_p0Pos,
_pL,
[[1,0,0,1], [0,1,0,1]] select _isGreen
];
_spL = worldToScreen _pL; //systemChat str _spL;
_size = 2 * (_range - (positionCameraToWorld [0,0,0] distance _pL)) / _range;
_camPos = positionCameraToWorld [0,0,0.2];
if (count ([_unit, "FIRE"] intersect [_camPos, _pL]) > 0) exitWith {};
if (count ([ACE_player, "FIRE"] intersect [_camPos, _pL]) > 0) exitWith {};
if ( terrainIntersect [_camPos, _pL2]) exitWith {};
if (lineIntersects [ATLToASL _camPos, ATLToASL _pL2]) exitWith {};
// Convert _camPos to ASL
if (!surfaceIsWater _camPos) then { _camPos = ATLtoASL _camPos; };
if ( terrainIntersectASL [_camPos, _pL2]) exitWith {};
if ( lineIntersects [_camPos, _pL2]) exitWith {};
drawIcon3D [
format ["\a3\weapons_f\acc\data\collimdot_%1_ca.paa", ["red", "green"] select _isGreen],