ACE3/addons/common/functions/fnc_getTurretDirection.sqf
2015-09-20 23:40:51 +02:00

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/*
* Author: jaynus
* Get the absolute turret direction for FOV/PIP turret.
*
* Arguments:
* 0: Vehicle <OBJECT>
* 1: Turret Position <ARRAY>
*
* Return Value:
* 0: Position ASL <ARRAY>
* 1: Direction <ARRAY>
*
* Public: Yes
*/
#include "script_component.hpp"
params ["_vehicle", "_position"];
private ["_turret", "_pov", "_gunBeg", "_gunEnd", "_povPos", "_povDir"];
_turret = [_vehicle, _position] call CBA_fnc_getTurret;
_pov = getText (_turret >> "memoryPointGunnerOptics");
_gunBeg = getText (_turret >> "gunBeg");
_gunEnd = getText (_turret >> "gunEnd");
TRACE_3("", _pov, _gunBeg, _gunEnd);
// Pull the PIP pov or barrel direction, depending on how the model is set up
_povPos = ATLtoASL (_vehicle modelToWorldVisual (_vehicle selectionPosition _pov)); //@todo AGLToASL ?
_povDir = [0,0,0];
if (_pov == "pip0_pos") then {
private "_pipDir";
_pipDir = ATLtoASL (_vehicle modelToWorldVisual (_vehicle selectionPosition "pip0_dir"));
_povDir = _pipDir vectorDiff _povPos;
} else {
private ["_gunBeginPos", "_gunEndPos"];
_gunBeginPos = ATLtoASL (_vehicle modelToWorldVisual (_vehicle selectionPosition _gunBeg));
_gunEndPos = ATLtoASL (_vehicle modelToWorldVisual (_vehicle selectionPosition _gunEnd));
_povDir = _gunBeginPos vectorDiff _gunEndPos;
};
[_povPos, _povDir]