ACE3/addons/overpressure/functions/fnc_getDistance.sqf
jokoho48 35b6e04345 rewrite Caching in overpressure
update code to params command
update Comments
2015-08-30 07:35:58 +02:00

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/*
* Author: commy2 and esteldunedain
*
* Calculate the distance to the first intersection of a line
*
* Arguments:
* 0: Pos ASL of origin (ARRAY>
* 1: Direction <ARRAY>
* 2: Max distance to search <Number>
*
* Return value:
* Distance to intersection (+- 0.1 m) <NUMBER>
*/
#include "script_component.hpp"
EXPLODE_3_PVT(_this,_posASL,_direction,_maxDistance);
private ["_distance", "_interval", "_line", "_intersections", "_terrainIntersect", "_lastTerrainIntersect"];
_distance = _maxDistance;
_interval = _distance;
_line = [_posASL, []];
_terrainIntersect = false;
_lastTerrainIntersect = false;
while {
_interval > 0.1
} do {
_lastTerrainIntersect = _terrainIntersect;
_interval = _interval / 2;
_line set [1, _posASL vectorAdd (_direction vectorMultiply _distance)];
_intersections = {
_x isKindOf "Static" || {_x isKindOf "AllVehicles"}
} count (lineIntersectsWith _line);
_terrainIntersect = if (_intersections > 0) then {
false
} else {
terrainIntersectASL _line
};
_distance = _distance + ([1, -1] select (_intersections > 0 || _terrainIntersect)) * _interval;
if (_distance > _maxDistance) exitWith {_distance = 999};
};
if (_distance > _maxDistance) exitWith {_distance};
// If the intersection was with the terrain, check slope
if (_terrainIntersect || _lastTerrainIntersect) exitWith {
private ["_slope","_angle"];
_slope = surfaceNormal (_posASL vectorAdd (_direction vectorMultiply _distance));
// Calculate the angle between the terrain and the back blast direction
_angle = 90 - acos (- (_slope vectorDotProduct _direction));
//systemChat format ["Angle: %1", _angle];
// Angles is below 25º, no backblast at all
if (_angle < 25) exitWith {_distance = 999};
// Angles is below 45º the distance is increased according to the difference
if (_angle < 45) exitWith {_distance = _distance * (5 - 4 * sqrt ((_angle - 25)/20))};
// Angles above 45º create full backblast
};
_distance