#include "script_component.hpp" /* * Author: esteldunedain, PabstMirror * Return a suitable position for the action point for the given target vehicle * * Arguments: * 0: Target * 1: Player's Position ASL * * Return Value: * Interaction point in model cords * * Example: * [cursorTarget, eyePos player] call ace_interaction_fnc_getVehiclePosComplex * * Public: No */ params ["_target", "_cameraPosASL"]; TRACE_2("params",_target,_cameraPosASL); private _bb = boundingBoxReal _target; (_bb select 0) params ["_bbX", "_bbY", "_bbZ"]; private _config = configFile >> "CfgVehicles" >> (typeOf _target); if (isNumber (_config >> QGVAR(bodyWidth))) then {_bbX = getNumber (_config >> QGVAR(bodyWidth));}; if (isNumber (_config >> QGVAR(bodyLength))) then {_bbY = getNumber (_config >> QGVAR(bodyLength));}; private _relPos = _target worldToModelVisual ASLToAGL _cameraPosASL; _relPos params ["_dx", "_dy", "_dz"]; private _ndx = (abs _dx) / (((abs (_bbX)) - 1) max 1); private _ndy = (abs _dy) / (((abs (_bbY)) - 1) max 1); private _ndz = (abs _dz) / (((abs (_bbZ)) - 1) max 1); private _pos = []; if (_ndx > _ndy) then { if (_ndx > _ndz) then { // _ndx is greater, will colide with x plane first _pos = _relPos vectorMultiply ((1 / _ndx) min 0.8); } else { // _ndz is greater, will colide with z plane first _pos = _relPos vectorMultiply ((1 / _ndz) min 0.8); }; } else { if (_ndy > _ndz) then { // _ndy is greater, will colide with y plane first _pos = _relPos vectorMultiply ((1 / _ndy) min 0.8); } else { // _ndz is greater, will colide with z plane first _pos = _relPos vectorMultiply ((1 / _ndz) min 0.8); }; }; // Set max height at player's eye level (prevent very high interaction point on vehicles) // Only when above water level to prevent underwater actions from following player eye level if (_cameraPosASL select 2 >= 0) then { _pos set [2, (_pos select 2) min _dz]; }; TRACE_5("",_bb,_bbX,_relPos,_pos,_cameraPosASL); _pos