#include "..\script_component.hpp" /* * Author: Nou, PabstMirror * Shoots a ray from a source to a direction and finds first intersction and distance. * * Arguments: * 0: Origin position ASL * 1: Direction (normalized) * 2: Ignore 1 (e.g. Player's vehicle) (default: objNull) * 2: Ignore 2 (e.g. Player's vehicle) (default: objNull) * * Return Value: * [posASL, distance] - pos will be nil if no intersection * * Example: * [getPosASL player, [0,1,0], player] call ace_laser_fnc_shootRay * * Public: No */ BEGIN_COUNTER(shootRay); params ["_posASL", "_dir", ["_ignoreVehicle1", objNull], ["_ignoreVehicle2", objNull]]; // TRACE_2("ray origin:",_posASL,_dir); private _distance = 0; private _resultPos = nil; private _farPoint = _posASL vectorAdd (_dir vectorMultiply 10000); private _intersects = lineIntersectsSurfaces [_posASL, _farPoint, _ignoreVehicle1, _ignoreVehicle2]; // workaround for lineIntersectsSurfaces using a hardcoded max distance of 5000m. New max distance 15000m if (_intersects isEqualTo []) then { _intersects = lineIntersectsSurfaces [_posASL vectorAdd (_dir vectorMultiply 5000), _farPoint vectorAdd (_dir vectorMultiply 5000), _ignoreVehicle1, _ignoreVehicle2]; if (_intersects isEqualTo []) then { _intersects = lineIntersectsSurfaces [_posASL vectorAdd (_dir vectorMultiply 10000), _farPoint vectorAdd (_dir vectorMultiply 10000), _ignoreVehicle1, _ignoreVehicle2]; }; }; if (_intersects isNotEqualTo []) then { (_intersects select 0) params ["_intersectPosASL", "", "_intersectObject"]; // Move back slightly to prevents issues with it going below terrain _distance = (_posASL vectorDistance _intersectPosASL) - 0.005; _resultPos = _posASL vectorAdd (_dir vectorMultiply _distance); }; TRACE_3("",_resultPos,_distance,_intersects); #ifdef DRAW_LASER_INFO if (!isNil "_resultPos") then { private _text = [_distance, 4, 0] call CBA_fnc_formatNumber; drawIcon3D ["\a3\ui_f\data\IGUI\Cfg\Cursors\selectover_ca.paa", [0, 1, 0, 1], ASLtoAGL _resultPos, 0.5, 0.5, 0, _text, 0.4, 0.025, "TahomaB"]; drawLine3D [ASLtoAGL _posASL, ASLtoAGL _resultPos, [0,1,0,1]]; }; #endif END_COUNTER(shootRay); [_resultPos, _distance];