ACE3/addons/laser/functions/fnc_shootRay.sqf
Dedmen Miller e2ac18a05d [WIP] Fix script errors reporting wrong line numbers (#6407)
* advanced_ballistics

* advanced_fatigue

* advanced_throwing

* ai

* aircraft

* arsenal

* atragmx

* attach

* backpacks

* ballistics

* captives

* cargo

* chemlights

* common

* concertina_wire

* cookoff

* dagr

* disarming

* disposable

* dogtags

* dragging

* explosives

* fastroping

* fcs

* finger

* frag

* gestures

* gforces

* goggles

* grenades

* gunbag

* hearing

* hitreactions

* huntir

* interact_menu

* interaction

* inventory

* kestrel4500

* laser

* laserpointer

* logistics_uavbattery

* logistics_wirecutter

* magazinerepack

* map

* map_gestures

* maptools

* markers

* medical

* medical_ai

* medical_blood

* medical_menu

* microdagr

* minedetector

* missileguidance

* missionmodules

* mk6mortar

* modules

* movement

* nametags

* nightvision

* nlaw

* optics

* optionsmenu

* overheating

* overpressure

* parachute

* pylons

* quickmount

* rangecard

* rearm

* recoil

* refuel

* reload

* reloadlaunchers

* repair

* respawn

* safemode

* sandbag

* scopes

* slideshow

* spectator

* spottingscope

* switchunits

* tacticalladder

* tagging

* trenches

* tripod

* ui

* vector

* vehiclelock

* vehicles

* viewdistance

* weaponselect

* weather

* winddeflection

* yardage450

* zeus

* arsenal defines.hpp

* optionals

* DEBUG_MODE_FULL 1

* DEBUG_MODE_FULL 2

* Manual fixes

* Add SQF Validator check for #include after block comment

* explosives fnc_openTimerUI

* fix uniqueItems
2018-09-17 14:19:29 -05:00

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#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 <ARRAY>
* 1: Direction (normalized) <ARRAY>
* 2: Ignore 1 (e.g. Player's vehicle) <OBJECT> (default: objNull)
* 2: Ignore 2 (e.g. Player's vehicle) <OBJECT> (default: objNull)
*
* Return Value:
* [posASL, distance] - pos will be nil if no intersection <ARRAY>
*
* 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 isEqualTo [])) 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];