ACE3/addons/common/functions/fnc_worldToScreenBounds.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: 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]