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548ab810df
* added possibility to define orientation on attach items in config * added documentation on attach framework * whitespace * changed to use roll and yaw parameters instead of vectordir for easier usage, and to support placement view with rolled objects. Changed vector calculations * Update addons/attach/functions/fnc_attach.sqf * Docs and comments * fix derp * Update docs/wiki/framework/attach-framework.md * Update attach-framework.md --------- Co-authored-by: Grim <69561145+LinkIsGrim@users.noreply.github.com>
120 lines
5.5 KiB
Plaintext
120 lines
5.5 KiB
Plaintext
#include "..\script_component.hpp"
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/*
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* Author: Pabst Mirror (based on Explosive attach by Garth de Wet (LH))
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* Approves placement of the lightObject, scans for an appropriate location and attaches
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* A player can release the attachObject with it floating in mid-air.
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* This will use lineIntersectsSurfaces to scan towards the center of the vehicle to find a collision
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* Arma's collision detection is of couse terrible and often misses collisions (difference between what we see and collision LOD)
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* So it does multiple scans at slighly different angles
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* This is VERY computationaly intensive, but doesn't happen that often.
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*
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* Arguments:
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* 0: Unit (player) <OBJECT>
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* 1: attachToVehicle <OBJECT>
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* 2: Item Classname (CfgWeapon/CfgMagazine) <STRING>
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* 3: Light Vehicle Classname <STRING>
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* 4: On Attach Text <STRING>
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* 5: Starting Pos of dummy item <ARRAY>
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* 5: Orientation of model <ARRAY>
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*
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* Return Value:
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* None
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*
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* Example:
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* None
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*
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* Public: No
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*/
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params ["_unit", "_attachToVehicle", "_itemClassname", "_itemVehClass", "_onAttachText", "_startingPosition", "_itemModelOrientation"];
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TRACE_6("params",_unit,_attachToVehicle,_itemClassname,_itemVehClass,_onAttachText,_startingPosition);
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private _startingOffset = _attachToVehicle worldToModel _startingPosition;
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private _startDistanceFromCenter = vectorMagnitude _startingOffset;
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private _closeInUnitVector = vectorNormalized (_startingOffset vectorFromTo [0,0,0]);
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private _closeInMax = _startDistanceFromCenter;
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private _closeInMin = 0;
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while {(_closeInMax - _closeInMin) > 0.01} do {
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private _closeInDistance = (_closeInMax + _closeInMin) / 2;
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// systemChat format ["Trying %1 from %2 start %3", _closeInDistance, [_closeInMax, _closeInMin], _startDistanceFromCenter];
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private _endPosTestOffset = _startingOffset vectorAdd (_closeInUnitVector vectorMultiply _closeInDistance);
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_endPosTestOffset set [2, (_startingOffset select 2)];
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private _endPosTest = _attachToVehicle modelToWorldVisual _endPosTestOffset;
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private _doesIntersect = false;
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{
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if (_doesIntersect) exitWith {};
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private _startingPosShifted = _startingPosition vectorAdd _x;
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private _startASL = if (surfaceIsWater _startingPosShifted) then {_startingPosShifted} else {ATLtoASL _startingPosShifted};
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{
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private _endPosShifted = _endPosTest vectorAdd _x;
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private _endASL = if (surfaceIsWater _startingPosShifted) then {_endPosShifted} else {ATLtoASL _endPosShifted};
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#ifdef DRAW_ATTACH_SCAN
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[{
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params ["_args", "_idPFH"];
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_args params ["_startingPosShifted", "_endPosShifted", "_timeAdded"];
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drawLine3D [_startingPosShifted, _endPosShifted, [1,0,0,1]];
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if (_timeAdded + 5 < CBA_missionTime) then {
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[_idPFH] call CBA_fnc_removePerFrameHandler;
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};
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}, 0, [_startingPosShifted, _endPosShifted, CBA_missionTime]] call CBA_fnc_addPerFrameHandler;
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#endif
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// Default max results is 1, so take only first subarray and select parentObject (object itself or parent of proxy)
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private _intersectObject = ((lineIntersectsSurfaces [_startASL, _endASL, _unit]) param [0, objNull]) param [3, objNull];
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if (_attachToVehicle == _intersectObject) exitWith {_doesIntersect = true};
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} forEach [[0,0,0.045], [0,0,-0.045], [0,0.045,0], [0,-0.045,0], [0.045,0,0], [-0.045,0,0]];
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} forEach [[0,0,0], [0,0,0.05], [0,0,-0.05]];
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if (_doesIntersect) then {
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_closeInMax = _closeInDistance;
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} else {
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_closeInMin = _closeInDistance;
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};
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};
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private _closeInDistance = (_closeInMax + _closeInMin) / 2;
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//Checks (too close to center or can't attach)
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if (((_startDistanceFromCenter - _closeInDistance) < 0.1) || {!([_attachToVehicle, _unit, _itemClassname] call FUNC(canAttach))}) exitWith {
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TRACE_2("no valid spot found",_closeInDistance,_startDistanceFromCenter);
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[localize LSTRING(Failed)] call EFUNC(common,displayTextStructured);
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};
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//Move it out slightly, for visability sake (better to look a little funny than be embedded//sunk in the hull and be useless)
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_closeInDistance = (_closeInDistance - 0.0085);
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//Create New 'real' Object
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private _endPosTestOffset = _startingOffset vectorAdd (_closeInUnitVector vectorMultiply _closeInDistance);
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_endPosTestOffset set [2, (_startingOffset select 2)];
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private _attachedObject = _itemVehClass createVehicle (getPos _unit);
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_attachedObject attachTo [_attachToVehicle, _endPosTestOffset];
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// Get wanted orientation if any is set
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_itemModelOrientation params [["_roll", 0], ["_yaw", 90]];
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private _dirAndUp = [[[0,1,0],[0,0,1]], -_yaw, 0, _roll] call BIS_fnc_transformVectorDirAndUp;
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// Transform dir and up vector from player model to world, then to model-space of _attachToVehicle
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private _dir = _unit vectorModelToWorldVisual _dirAndUp#0;
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_dir = _attachToVehicle vectorWorldToModelVisual _dir;
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private _up = _unit vectorModelToWorldVisual _dirAndUp#1;
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_up = _attachToVehicle vectorWorldToModelVisual _up;
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_attachedObject setVectorDirAndUp [_dir, _up];
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//Remove Item from inventory
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_unit removeItem _itemClassname;
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//Add Object to attached array
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private _attachList = _attachToVehicle getVariable [QGVAR(attached), []];
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_attachList pushBack [_attachedObject, _itemClassname];
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_attachToVehicle setVariable [QGVAR(attached), _attachList, true];
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[QGVAR(attached), [_attachedObject, _itemClassname, false]] call CBA_fnc_localEvent;
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[_onAttachText, 2] call EFUNC(common,displayTextStructured);
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