ACE3/addons/common/functions/fnc_worldToScreenBounds.sqf
jonpas 742626ff1a
General - Relative script_component.hpp includes (#9378)
Co-authored-by: PabstMirror <pabstmirror@gmail.com>
2023-09-12 20:58:10 +02:00

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#include "..\script_component.hpp"
/*
* Author: zGuba 2011
* Function helper for framing objects on screen.
*
* Arguments:
* 0: object <OBJECT>
* 1: margins 3D <ARRAY>
* 0: X <NUMBER>
* 1: Y <NUMBER>
* 2: Z <NUMBER>
* 2: offset 3D <ARRAY>
* 0: X <NUMBER>
* 1: Y <NUMBER>
* 2: Z <NUMBER>
*
* Return Value:
* 0: Minimal X <NUMMBER>
* 1: Minimal Y <NUMMBER>
* 2: Maximal X <NUMMBER>
* 3: Maximal Y <NUMMBER>
*
* Example:
* [bob, [5, 5, 5], [6, 6, 6]] call ace_common_fnc_worldToScreenBounds
*
* Public: No
*/
params ["_object", "_margins", "_offsets"];
private _minX = 10;
private _minY = 10;
private _maxX = -10;
private _maxY = -10;
private _bounds = boundingBox _object;
_margins params ["_marginsX", "_marginsY", "_marginsZ"];
_offsets params ["_offsetsX", "_offsetsY", "_offsetsZ"];
_bounds params ["_boundsMin", "_boundsMax"];
_boundsMin params ["_boundsMinX", "_boundsMinY", "_boundsMinZ"];
_boundsMax params ["_boundsMaxX", "_boundsMaxY", "_boundsMaxZ"];
_boundsMinX = ((_boundsMinX - _marginsX) min 0) + _offsetsX;
_boundsMinY = ((_boundsMinY - _marginsY) min 0) + _offsetsY;
_boundsMinZ = ((_boundsMinZ - _marginsZ) min 0) + _offsetsZ;
_boundsMaxX = ((_boundsMaxX + _marginsX) max 0) + _offsetsX;
_boundsMaxY = ((_boundsMaxY + _marginsY) max 0) + _offsetsY;
_boundsMaxZ = ((_boundsMaxZ + _marginsZ) max 0) + _offsetsZ;
private _boundsCorners = [
[_boundsMinX, _boundsMinY, _boundsMinZ],
[_boundsMinX, _boundsMinY, _boundsMaxZ],
[_boundsMinX, _boundsMaxY, _boundsMinZ],
[_boundsMinX, _boundsMaxY, _boundsMaxZ],
[_boundsMaxX, _boundsMinY, _boundsMinZ],
[_boundsMaxX, _boundsMinY, _boundsMaxZ],
[_boundsMaxX, _boundsMaxY, _boundsMinZ],
[_boundsMaxX, _boundsMaxY, _boundsMaxZ]
];
{
private _ppos = worldToScreen (_object modelToWorld _x);
if (count _ppos >= 2) then {
_ppos params ["_pposX", "_pposY"];
if (_pposX < _minX) then {_minX = _pposX};
if (_pposX > _maxX) then {_maxX = _pposX};
if (_pposY < _minY) then {_minY = _pposY};
if (_pposY > _maxY) then {_maxY = _pposY};
}; //else - what to do if it is offscreen?
false
} count _boundsCorners;
[_minX, _minY, _maxX, _maxY]