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https://github.com/acemod/ACE3.git
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Merge pull request #3342 from acemod/vehicleInteractionDistance
Uniformize interaction distance for vehicle based on bounding box
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commit
afb9eb3084
@ -16,8 +16,8 @@ GVAR(currentOptions) = [];
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private _player = ACE_player;
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private _cameraPosASL = AGLtoASL (positionCameraToWorld [0, 0, 0]);
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private _cameraDir = (AGLtoASL (positionCameraToWorld [0, 0, 1])) vectorDiff _cameraPosASL;
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GVAR(cameraPosASL) = AGLtoASL (positionCameraToWorld [0, 0, 0]);
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GVAR(cameraDir) = (AGLtoASL (positionCameraToWorld [0, 0, 1])) vectorDiff GVAR(cameraPosASL);
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private _fnc_renderNearbyActions = {
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// Render all nearby interaction menus
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@ -32,7 +32,7 @@ private _fnc_renderNearbyActions = {
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private _target = _x;
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// Quick oclussion test. Skip objects more than 1 m behind the camera plane
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private _lambda = ((getPosASL _x) vectorDiff _cameraPosASL) vectorDotProduct _cameraDir;
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private _lambda = ((getPosASL _x) vectorDiff GVAR(cameraPosASL)) vectorDotProduct GVAR(cameraDir);
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if ((_lambda > -1) && {!isObjectHidden _target}) then {
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private _numInteractions = 0;
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// Prevent interacting with yourself or your own vehicle
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@ -90,9 +90,8 @@ if (_activeActionTree isEqualTo []) exitWith {false};
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BEGIN_COUNTER(fnc_renderMenus);
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// IGNORE_PRIVATE_WARNING(_cameraPosASL,_cameraDir);
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if (count _pos > 2) then {
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_sPos pushBack (((AGLtoASL _pos) vectorDiff _cameraPosASL) vectorDotProduct _cameraDir);
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_sPos pushBack (((AGLtoASL _pos) vectorDiff GVAR(cameraPosASL)) vectorDotProduct GVAR(cameraDir));
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} else {
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_sPos pushBack 0;
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};
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@ -307,8 +307,9 @@ class CfgVehicles {
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class ACE_Actions {
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class ACE_MainActions {
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displayName = CSTRING(MainAction);
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position = QUOTE(call DFUNC(getVehiclePos));
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selection = "";
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distance = 10;
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distance = 4;
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condition = "true";
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class ACE_Passengers {
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displayName = CSTRING(Passengers);
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@ -333,8 +334,9 @@ class CfgVehicles {
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class ACE_Actions {
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class ACE_MainActions {
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displayName = CSTRING(MainAction);
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position = QUOTE(call DFUNC(getVehiclePos));
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selection = "";
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distance = 10;
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distance = 4;
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condition = "true";
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class ACE_Passengers {
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displayName = CSTRING(Passengers);
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@ -386,8 +388,9 @@ class CfgVehicles {
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class ACE_Actions {
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class ACE_MainActions {
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displayName = CSTRING(MainAction);
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position = QUOTE(call DFUNC(getVehiclePos));
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selection = "";
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distance = 10;
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distance = 4;
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condition = "true";
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class ACE_Passengers {
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displayName = CSTRING(Passengers);
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@ -413,7 +416,7 @@ class CfgVehicles {
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class ACE_MainActions {
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displayName = CSTRING(MainAction);
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selection = "";
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distance = 10;
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distance = 4;
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condition = "true";
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class ACE_Passengers {
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displayName = CSTRING(Passengers);
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@ -439,8 +442,9 @@ class CfgVehicles {
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class ACE_Actions {
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class ACE_MainActions {
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displayName = CSTRING(MainAction);
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position = QUOTE(call DFUNC(getVehiclePos));
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selection = "";
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distance = 10;
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distance = 4;
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condition = "true";
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class ACE_Push {
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@ -475,7 +479,7 @@ class CfgVehicles {
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class ACE_MainActions {
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displayName = CSTRING(MainAction);
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selection = "gunnerview";
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distance = 2;
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distance = 4;
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condition = "true";
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class ACE_Passengers {
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displayName = CSTRING(Passengers);
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@ -2,6 +2,7 @@
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// interaction menu
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PREP(addPassengerActions);
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PREP(addPassengersActions);
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PREP(getVehiclePos);
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PREP(getWeaponPos);
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PREP(moduleInteraction);
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81
addons/interaction/functions/fnc_getVehiclePos.sqf
Normal file
81
addons/interaction/functions/fnc_getVehiclePos.sqf
Normal file
@ -0,0 +1,81 @@
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/*
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* Author: esteldunedain
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* Return a suitable position for the action point for the given target vehicle
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*
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* Arguments:
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* None (uses local variable _target)
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*
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* Return value:
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* Children actions <ARRAY>
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*
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* Example:
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* call ace_interaction_fnc_getVehiclePos
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*
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* Public: No
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*/
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#include "script_component.hpp"
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// IGNORE_PRIVATE_WARNING(_target);
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private _bb = boundingBoxReal _target;
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(_bb select 0) params ["_bbX", "_bbY", "_bbZ"];
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//Helicopter's rotors distort the bounding box, assume a max of 3 meters width for the body
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if (_target isKindOf "Helicopter") then {_bbX = (_bbx min 3) max -3;};
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private _relPos = _target worldToModelVisual ASLToAGL EGVAR(interact_menu,cameraPosASL);
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#ifdef DEBUG_MODE_FULL
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_relPos = _target worldToModelVisual ASLToAGL eyePos ACE_player;
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#endif
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_relPos params ["_dx", "_dy", "_dz"];
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private _ndx = (abs _dx) / ((abs (_bbx)) - 1);
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private _ndy = (abs _dy) / ((abs (_bbY)) - 1);
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private _ndz = (abs _dz) / ((abs (_bbZ)) - 1);
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private "_pos";
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if (_ndx > _ndy) then {
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if (_ndx > _ndz) then {
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// _ndx is greater, will colide with x plane first
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_pos = _relPos vectorMultiply ((1 / _ndx) min 0.8);
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} else {
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// _ndz is greater, will colide with z plane first
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_pos = _relPos vectorMultiply ((1 / _ndz) min 0.8);
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};
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} else {
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if (_ndy > _ndz) then {
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// _ndy is greater, will colide with y plane first
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_pos = _relPos vectorMultiply ((1 / _ndy) min 0.8);
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} else {
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// _ndz is greater, will colide with z plane first
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_pos = _relPos vectorMultiply ((1 / _ndz) min 0.8);
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};
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};
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//Set max height at player's eye level (prevent very high interactin point on choppers)
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_pos set [2, (_pos select 2) min _dz];
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TRACE_4("",_bb,_bbX,_relPos, _pos);
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_pos
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///////////////////
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// The code belows works very well for cursor mode, but not at all in normal mode
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// maybe it could be enabled by default only for that mode
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/*
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if (cursorObject isEqualTo _target) exitWith {
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private _dest = EGVAR(interact_menu,cameraPosASL) vectorAdd (EGVAR(interact_menu,cameraDir) vectorMultiply 50);
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private _origin = EGVAR(interact_menu,cameraPosASL);
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//private _origin = EGVAR(interact_menu,cameraPosASL) vectorAdd [0, 0, -0.35] vectorDiff (EGVAR(interact_menu,cameraDir) vectorMultiply 1.5);
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//private _dest = AGLtoASL (_target modelToWorldVisual [0,0,0]);
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private _results = lineIntersectsSurfaces [_origin, _dest, ACE_player, objNull, true, 5];
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private _finalPos = [0,0,0];
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{
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_x params ["_pos", "", "_obj"];
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TRACE_3("",_forEachIndex,_obj,_target);
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if (_obj isEqualTo _target) exitWith {
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_finalPos = _target worldToModelVisual ASLtoAGL (_pos vectorAdd (EGVAR(interact_menu,cameraDir) vectorMultiply 1.0));
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};
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} forEach _results;
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_finalPos
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};
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[0,0,0]
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*/
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///////////////////
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