ACE3/addons/laser/functions/fnc_dev_drawVisibleLaserTargets.sqf
Nicolás Badano ab6fc8efca Laser guidance for all designators (#3308)
* Fix laser and missileguidance over water

* Return a normalized vector in EFUNC(common,getTurretDirection)

* Make laser dispersion simulation optional, default off

* Prototype for ace_laser_designate

* Remove vanilla laser handling from ace_laser in favor of the new code on ace_laser_designate

* Simplify laser into one module

Rewrite large parts of laser
Merge laser_designate
Delete lase_selfDesignate

* Cleanup missile guidance

* Headers, fix laser over water

* Cleanup

* Test

* Change setting to scalar, more cleanup

* Add seeker debug drawing
2016-10-08 12:55:30 +02:00

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// Dev Debug Function
// Displays lasers and attempts to lock on to codes 1111 and 1112 from a target vehicle's view
// On Screen Debug:
// Red - Vanilla Laser Targets
// Yellow - Array (vehicle pos/weapon) Laser Targets
// Green - Rays
// Blue - Seeker Locks
#include "script_component.hpp"
// Try searching for lasers from a given vehicle position [BLUE]:
private _seekerVehicle = vehicle ace_player;
private _testSeekerPosASL = AGLtoASL (_seekerVehicle modelToWorldVisual [0,0,1]);
private _testSeekerDir = vectorDirVisual _seekerVehicle;
{
private _code = _x;
private _results = [_testSeekerPosASL, _testSeekerDir, 45, [1550,1550], _code, _seekerVehicle] call FUNC(seekerFindLaserSpot);
private _resultPos = _results select 0;
if (!isNil "_resultPos") then {
// Draw lock results
drawLine3D [ASLtoAGL _testSeekerPosASL, ASLtoAGL _resultPos, [0,0,1,1]];
drawIcon3D ["\a3\ui_f\data\IGUI\Cfg\Cursors\select_target_ca.paa", [0,0,1,1], (ASLtoAGL _resultPos), 1.5, 1.5, 45, format ["%1 from %2", _code, _results select 1], 0.5, 0.025, "TahomaB"];
};
} forEach [1111, 1112]; // Scan at codes 1111 and 1112
// Draw all lasers
[GVAR(laserEmitters), {
// TRACE_2("",_key,_value);
_value params ["_obj", "_owner", "_laserMethod", "_waveLength", "_laserCode", "_beamSpread"];
// Draw vanila lasers [RED]
if (_laserMethod isEqualTo QFUNC(findLaserSource)) then { // Normal vanilla laserTarget func
private _targetObject = _obj getVariable [QGVAR(targetObject), objNull];
private _targetPosASL = getPosASL _targetObject;
drawIcon3D ["\a3\ui_f\data\IGUI\Cfg\Cursors\select_target_ca.paa", [1,0,0,1], (ASLtoAGL _targetPosASL), 0.5, 0.5, 0, "", 0.5, 0.025, "TahomaB"];
(_value call FUNC(findLaserSource)) params ["_laserPosASL", "_laserDir"];
private _resultsRay = [_laserPosASL, _laserDir, _obj] call FUNC(shootRay);
private _rayPos = _resultsRay select 0;
if (isNil "_rayPos") then {
drawIcon3D ["\a3\ui_f\data\IGUI\Cfg\Cursors\select_target_ca.paa", [1,0,0,1], (ASLtoAGL _targetPosASL), 2, 2, 0, "Nil Ray", 0.5, 0.025, "TahomaB"];
} else {
private _diff = _rayPos vectorDistance (getPosASL _targetObject); // Diff from ray position compared to actual
drawIcon3D ["\a3\ui_f\data\IGUI\Cfg\Cursors\select_target_ca.paa", [1,0,0,1], (ASLtoAGL _rayPos), 2, 2, 0, format ["Diff %1",_diff], 0.5, 0.025, "TahomaB"];
};
};
// Draw array weapon lasers [YELLOW]
if ((_laserMethod isEqualType []) && {(count _laserMethod) == 2}) then {
_laserMethod params ["_modelPosition", "_weaponName"];
private _laserPosASL = AGLtoASL (_obj modelToWorldVisual _modelPosition);
drawIcon3D ["\a3\ui_f\data\IGUI\Cfg\Cursors\select_target_ca.paa", [1,1,0,1], (ASLtoAGL _laserPosASL), 0.5, 0.5, 0, _weaponName, 0.5, 0.025, "TahomaB"];
private _laserDir = _obj weaponDirection _weaponName;
private _resultsRay = [_laserPosASL, _laserDir, _obj] call FUNC(shootRay);
private _rayPos = _resultsRay select 0;
if (!isNil "_rayPos") then {
drawIcon3D ["\a3\ui_f\data\IGUI\Cfg\Cursors\select_target_ca.paa", [1,1,0,1], (ASLtoAGL _rayPos), 2, 2, 0, _weaponName, 0.5, 0.025, "TahomaB"];
};
};
}] call CBA_fnc_hashEachPair;