ACE3/addons/frag/functions/fnc_dev_trackHitBox.sqf

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#include "..\script_component.hpp"
/*
* Author: Lambda.Tiger
* Add a hit box outline to an object.
*
* Arguments:
* 0: Object that should have it's hit box drawn <OBJECT> (default: objNull)
* 1: Add sphere at object origin <BOOL> (default: true)
*
* Return Value:
* None
*
* Example:
* [player] call ace_frag_fnc_dev_trackHitBox;
*
* Public: No
*/
params [
["_object", objNull],
["_addSphere", true]
];
TRACE_2("Adding hitbox",_object,_addSphere);
if (isNull _object) exitWith {};
// Grab the right hitBox
private _box = [];
if (_object isKindOf "CAManBase") then {
if (isNull objectParent _object) then {
_box = 0 boundingBox _object;
} else {
_box = boundingBoxReal [_object, "Geometry"];
};
} else {
_box = boundingBoxReal [_object, "FireGeometry"];
};
_box params ["_lowP", "_upP"];
// adjust with stance
switch (stance _object) do {
case "STAND": {_upP set [2, 1.9];};
case "CROUCH": {_upP set [2, 1.3];};
case "PRONE": {_upP set [2, 0.8];};
};
private _centerPoint = ASLToAGL getPosASL _object;
if (GVAR(dbgSphere) && _addSphere && {isNull objectParent _object}) then {
private _centerSphere = [getPosASL _object, "yellow"] call FUNC(dev_sphereDraw);
_centerSphere disableCollisionWith _object;
_centerSphere attachTo [_object, _object worldToModel _centerPoint];
};
// create an optimized outline
private _p1 = _upP;
private _p7 = _lowP;
private _points = [
_upP,
[_p1#0, _p7#1, _p1#2],
[_p7#0, _p7#1, _p1#2],
[_p7#0, _p1#1, _p1#2],
[_p1#0, _p1#1, _p7#2],
[_p1#0, _p7#1, _p7#2],
_lowP,
[_p7#0, _p1#1, _p7#2]
];
private _color = switch (side _object) do {
case east: {[0.8, 0, 0, 1]};
case resistance: {[0, 0.8, 0, 1]};
default {[0, 0, 0.8, 1]};
};
GVAR(dev_hitBoxes) set [getObjectID _object, [_object, _points, _color]];