Update to lineIntersectsSurfaces and params

This commit is contained in:
BaerMitUmlaut 2015-09-02 19:43:13 +02:00
parent c532d893c3
commit 93ea0c5654
4 changed files with 30 additions and 61 deletions

View File

@ -25,7 +25,7 @@ _objectsLeft = lineIntersectsWith [eyePos ACE_player, _posCheck, ACE_player, obj
_intersectsLeft = false;
{
if (_x isKindOf "Static") exitWith {_intersectsLeft = true};
} foreach _objectsLeft;
} count _objectsLeft;
if (!_intersectsLeft) exitWith {false};
@ -37,7 +37,7 @@ _objectsRight = lineIntersectsWith [eyePos ACE_player, _posCheck, ACE_player, ob
_intersectsRight = false;
{
if (_x isKindOf "Static") exitWith {_intersectsRight = true};
} foreach _objectsRight;
} count _objectsRight;
//for readability...

View File

@ -3,11 +3,11 @@
* Handles tag destruction when the object they are attached to gets destroyed.
*
* Arguments:
* None
*
* Return Value:
* 0: The tag that should get destroyed <OBJECT>
* 1: The object the tag is attached to <OBJECT>
*
* Return Value:
* None
*
* Example:
* [tag, object] call ace_tagging_fnc_handleTagDestruction
@ -19,7 +19,7 @@
#include "script_component.hpp"
private ["_tag", "_attachedTags", "_object"];
PARAMS_2(_tag,_object);
params ["_tag", "_object"];
if (count (_object getVariable [QGVAR(attachedTags), []]) == 0) then {
_object setVariable [QGVAR(attachedTags), [_tag]];

View File

@ -16,9 +16,9 @@
#include "script_component.hpp"
private ["_color", "_tagPos", "_groundPos", "_vectorDirAndUp"];
private ["_tagPos", "_groundPos", "_vectorDirAndUp"];
PARAMS_1(_color);
params ["_color"];
if !((toLower _color) in ["black", "red", "green", "blue"]) exitWith {
["%1 is not a valid tag colour.", _color] call BIS_fnc_error;
};
@ -42,9 +42,12 @@ ACE_player playActionNow "PutDown";
[{
private ["_tag"];
playSound3D [QUOTE(PATHTO_R(sounds\spray.ogg)), ACE_player, false, (getPosASL ACE_player), 10, 1, 15];
params ["_tagPos", "_vectorDirAndUp", "_color"];
playSound3D [QUOTE(PATHTO_R(sounds\spray.ogg)), ACE_player, false, (eyePos ACE_player), 10, 1, 15];
_tag = "UserTexture1m_F" createVehicle [0,0,0];
_tag setObjectTextureGlobal [0, '\z\ace\addons\tagging\UI\tags\' + (_this select 2) + '\' + str (floor (random 3)) + '.paa'];
_tag setPosATL (_this select 0);
_tag setVectorDirAndUp (_this select 1);
_tag setObjectTextureGlobal [0, '\z\ace\addons\tagging\UI\tags\' + _color + '\' + str (floor (random 3)) + '.paa'];
_tag setPosATL _tagPos;
_tag setVectorDirAndUp _vectorDirAndUp;
}, [_tagPos, _vectorDirAndUp, _color], 0.6] call EFUNC(common,waitAndExecute);

View File

@ -1,6 +1,6 @@
/*
* Author: BaerMitUmlaut
* Creates a tag on a wall that is within 2m on front of the player.
* Creates a tag on a wall that is on the closest surface within 2m on front of the player.
*
* Arguments:
* 0: The colour of the tag (valid colours are black, red, green and blue) <STRING>
@ -16,65 +16,31 @@
#include "script_component.hpp"
private ["_color", "_eyepos", "_touchingPoints", "_pointCloser", "_pointFurther", "_posCheckCloser", "_posCheckFurther", "_touchingPoint"];
private ["_posIntersect"];
PARAMS_1(_color);
params ["_color"];
if !((toLower _color) in ["black", "red", "green", "blue"]) exitWith {
["%1 is not a valid tag colour.", _color] call BIS_fnc_error;
};
//Cache eyepos in case player moves
_eyepos = eyePos ACE_player;
_touchingPoints = [];
{
//When tagWall is called, we already know there is an object within 2m in front of us.
//We define two points (or rather distances from the player) where the wall is always in between.
_pointCloser = 0;
_pointFurther = 2;
for "_i" from 0 to 6 do {
//We need to reduce the distance between those points until we get a very precise position.
//This is done by checking if it is between the closer point and the point in between the two.
_posCheckCloser = ACE_player modelToWorldVisual [_x, _pointCloser, 0];
_posCheckCloser set [2, _eyepos select 2];
_posCheckFurther = ACE_player modelToWorldVisual [_x, (_pointCloser + ((_pointFurther - _pointCloser) / 2)), 0];
_posCheckFurther set [2, _eyepos select 2];
if (lineIntersects [_posCheckCloser, _posCheckFurther, ACE_player, objNull]) then {
//If it is, we move the further point to be closer to the closer point.
_pointFurther = _pointCloser + ((_pointFurther - _pointCloser) / 2);
} else {
//If it isn't, we move the closer point towards the further point.
_pointCloser = _pointCloser + ((_pointFurther - _pointCloser) / 2);
};
};
//We do this 7 times each a bit to the left and right of the player - that's definitely precise enough.
_touchingPoint = ACE_player modelToWorldVisual [_x, _pointCloser, 0];
_touchingPoint set [2, _eyepos select 2];
_touchingPoints pushBack (_touchingPoint);
} foreach [-0.5, 0.5];
_posIntersect = ACE_player modelToWorldVisual [0, 2, 0];
_posIntersect set [2, (eyepos ACE_player) select 2];
((lineIntersectsSurfaces [eyepos ACE_player, _posIntersect, ACE_player, objNull, true, 1, "FIRE", "NONE"]) select 0) params ["_touchingPoint", "_surfaceNormal", "", "_object"];
ACE_player playActionNow "PutDown";
[{
private ["_tag", "_object", "_posCheck"];
private ["_tag"];
params ["_touchingPoint", "_surfaceNormal", "_color", "_object"];
_posCheck = ACE_player modelToWorldVisual [0, 2, 0];
_posCheck set [2, (eyePos ACE_player) select 2];
_object = (lineIntersectsWith [_posCheck, eyePos player, ACE_player, objNull, true]) select 0;
playSound3D [QUOTE(PATHTO_R(sounds\spray.ogg)), ACE_player, false, (eyePos ACE_player), 10, 1, 15];
playSound3D [QUOTE(PATHTO_R(sounds\spray.ogg)), ACE_player, false, (getPosASL ACE_player), 10, 1, 15];
_tag = "UserTexture1m_F" createVehicle [0,0,0];
_tag setObjectTextureGlobal [0, '\z\ace\addons\tagging\UI\tags\' + (_this select 1) + '\' + str (floor (random 3)) + '.paa'];
_tag setPosASL (((_this select 0 select 0) vectorAdd (_this select 0 select 1)) vectorMultiply 0.5);
_tag setDir (((_this select 0) call BIS_fnc_dirTo) - 90);
_tag setObjectTextureGlobal [0, '\z\ace\addons\tagging\UI\tags\' + _color + '\' + str (floor (random 3)) + '.paa'];
//Add 6cm so it doesn't get placed "into" the wall.
//6cm works with most building surfaces, but not with all of them. The LODs precision varies between 1cm and around 8cm+.
_tag setPosASL (_touchingPoint vectorAdd (_surfaceNormal vectorMultiply 0.06));
_tag setVectorDirAndUp [(_surfaceNormal vectorMultiply -1), [0,0,1]];
[[_tag, _object], QUOTE(FUNC(handleTagDestruction)), 1] call EFUNC(common,execRemoteFnc);
}, [_touchingPoints, _color], 0.6] call EFUNC(common,waitAndExecute);
}, [_touchingPoint, _surfaceNormal, _color, _object], 0.6] call EFUNC(common,waitAndExecute);