/* * Author: commy2 and esteldunedain * Calculate the distance to the first intersection of a line * * Arguments: * 0: Pos ASL of origin * 1: Direction * 2: Max distance to search * 3: Shooter * * Return Value: * Distance to intersection (999 if distance is greater than max) * * Example: * [[1823.41,5729.05,6.66627], [-0.953255,0.109689,-0.281554], 15, ace_player] call ace_overpressure_fnc_getDistance * * Public: No */ #include "script_component.hpp" params ["_posASL", "_direction", "_maxDistance", "_shooter"]; TRACE_4("params",_posASL,_direction,_maxDistance, _shooter); private _intersections = lineIntersectsSurfaces [_posASL, _posASL vectorAdd (_direction vectorMultiply _maxDistance), _shooter, objNull, true, 99]; TRACE_1("lineIntersectsSurfaces",_intersections); private _distance = 999; { _x params ["_intersectPosASL", "_surfaceNormal", "_intersectObject"]; TRACE_3("Intersect",_intersectPosASL,_surfaceNormal,_intersectObject); //Hit something solid that can reflect - (Static covers Building) [Need to manually filter out _shoot for FFV shots] if ((isNull _intersectObject) || {(_intersectObject != _shooter) && {(_intersectObject isKindOf "Static") || {_intersectObject isKindOf "AllVehicles"}}}) exitWith { _distance = _posASL vectorDistance _intersectPosASL; TRACE_3("hit solid object",_distance,_intersectObject,typeOf _intersectObject); if (isNull _intersectObject) then { //Terrain: // Calculate the angle between the terrain and the back blast direction private _angle = 90 - acos (- (_surfaceNormal vectorDotProduct _direction)); TRACE_3("Terrain Intersect",_surfaceNormal,_direction,_angle); // Angles is below 25deg, no backblast at all if (_angle < 25) exitWith {_distance = 999}; // Angles is below 45deg the distance is increased according to the difference if (_angle < 45) exitWith {_distance = _distance * (5 - 4 * sqrt ((_angle - 25)/20))}; // Angles above 45degcreate full backblast }; }; } forEach _intersections; _distance