enum PhxInteractionLayers | |
{ | |
NOCOLLISION, | |
DEFAULT, | |
BUILDING, | |
CHARACTER, | |
VEHICLE, | |
DYNAMICITEM, | |
DYNAMICITEM_NOCHAR, | |
ROADWAY, | |
VEHICLE_NOTERRAIN, | |
CHARACTER_NO_GRAVITY, | |
RAGDOLL_NO_CHARACTER, | |
//! Redefinition of 'RAGDOLL_NO_CHARACTER' | |
FIREGEOM, | |
DOOR, | |
RAGDOLL, | |
WATERLAYER, | |
TERRAIN, | |
GHOST, | |
WORLDBOUNDS, | |
FENCE, | |
AI, | |
AI_NO_COLLISION, | |
AI_COMPLEX, | |
TINYCAPSULE, | |
TRIGGER, | |
TRIGGER_NOTERRAIN, | |
ITEM_SMALL, | |
ITEM_LARGE, | |
CAMERA, | |
TEMP | |
}; | |
/*! | |
Input parameters for RaycastRVProxy function. | |
*/ | |
class RaycastRVParams | |
{ | |
vector begPos; //!< begin position of raycast (e.g. player position) | |
vector endPos; //!< end position of raycast (e.g. player direction) | |
Object ignore; //!< ignore this object in collision, used only if groundOnly is false | |
Object with; //!< ignore object with this object, otherwise collision hits, used only if groundOnly is false | |
float radius; //!< radius along the ray tested | |
/*! | |
Sets the raycast behaviour in terms of result. | |
\see CollisionFlags | |
*/ | |
CollisionFlags flags; | |
/*! | |
type of intersection, possible values | |
ObjIntersectFire(0), | |
ObjIntersectView(1), | |
ObjIntersectGeom(2), | |
ObjIntersectIFire(3), | |
ObjIntersectNone(4) | |
*/ | |
int type; | |
bool sorted; //!< used only if groundOnly = false | |
bool groundOnly; //!< raycasts only ground (ignores all objects). Default value is false if not needed. | |
void RaycastRVParams( vector vBeg, vector vEnd, Object pIgnore = null, float fRadius = 0.0 ) | |
{ | |
begPos = vBeg; | |
endPos = vEnd; | |
ignore = pIgnore; | |
radius = fRadius; | |
// default values | |
with = null; | |
flags = CollisionFlags.NEARESTCONTACT; | |
type = ObjIntersectView; | |
sorted = false; | |
groundOnly = false; | |
} | |
}; | |
/*! | |
Contains result data of RaycastRVProxy function. | |
*/ | |
class RaycastRVResult | |
{ | |
Object obj; //!< object,that we collide with (NULL if none), If hierLevel > 0 object is the proxy object | |
Object parent; //!< if hierLevel > 0 most parent of the proxy object | |
vector pos; //!< position of collision (in world coord) | |
vector dir; //!< direction outside (in world coord) or (in case of line-object collision) direction and size of the intersection | |
int hierLevel; //!< which hierarchy level is the collision detected at, == 0 = objects in landscape, > 0 = proxy | |
int component; //!< index of component in corresponding geometry level | |
SurfaceInfo surface; //!< surface material info handle | |
bool entry; //!< is false if begining point was TriggerInsider | |
bool exit; //!< is false if end point was inside | |
}; | |
class CollisionOverlapCallback : Managed | |
{ | |
bool OnContact(IEntity other, Contact contact) | |
{ | |
return true; | |
} | |
}; | |
class DayZPhysics | |
{ | |
private void DayZPhysics() {} | |
private void ~DayZPhysics() {} | |
/** | |
\brief Raycasts world by given parameters | |
\param begPos \p vector Begin position of raycast (e.g. player position) | |
\param endPos \p vector End position of raycast (e.g. player direction) | |
\param contactPos \p vector out, world position of first contact | |
\param contactDir \p vector out, direction of first contact (available only when object is hitted) | |
\param contactComponent \p int out, object component index (available only when object is hitted) | |
\param results \p set<Object> out, set of objects hitted by raycast. Can be NULL if not needed | |
\param with \p Object Ignores the object from collision. Used only when \p ground_only is false. Can be NULL if not needed | |
\param ignore \p Object Ignores the object from collision. Used only when \p ground_only is false. Can be NULL if not needed | |
\param sorted \p bool Default value is false, used only if \p ground_only = false | |
\param ground_only \bool raycasts only ground (ignores all objects). Default value is false if not needed. | |
\param iType \p int, type of intersection, possible values ObjIntersectFire(0), ObjIntersectView(1), ObjIntersectGeom(2), ObjIntersectIFire(3), | |
ObjIntersectNone(4) | |
\param radius \p float Radius of the ray, default value set to 0 | |
\returns \p bool return true if raycast hits ground or object | |
@code | |
// raycast test | |
PlayerBase player = g_Game.GetPlayer(); | |
if (player) | |
{ | |
vector begPos = player.GetPosition(); | |
vector endPos = begPos + (player.GetDirection() * 100); | |
vector contactPos; | |
vector contactDir; | |
int contactComponent; | |
set<Object> results = new set<Object>; | |
Object with; | |
Object ignore; | |
bool sorted; | |
bool ground_only; | |
int iType; | |
float radius; | |
if ( GetGame().Raycast(begPos, endPos, contactPos, contactDir, contactComponent, results, with, ignore, sorted, ground_only, iType, radius) ) | |
{ | |
Print(begPos); | |
Print(endPos); | |
Print(contactPos); | |
Print(contactDir); | |
Print(contactComponent); | |
Print(results); | |
Print(with); | |
Print(ignore); | |
Print(sorted); | |
Print(ground_only); | |
Print(iType); | |
Print(radius); | |
Print( GetGame().Raycast(begPos, endPos, contactPos, contactDir, contactComponent, results, with, ignore, sorted, ground_only, iType, radius) ); | |
} | |
} | |
>> vector begPos = 0x00000000dd62df30 {<750.573,49.8043,2167.25>} | |
>> vector endPos = 0x00000000dd62df3c {<849.589,49.8043,2181.25>} | |
>> vector contactPos = 0x00000000dd62df48 {<751.068,49.8043,2167.32>} | |
>> vector contactDir = 0x00000000dd62df54 {<0.987203,2.04891e-08,0.139505>} | |
>> int contactComponent = 8 | |
>> set<Object> results = set<Object><a022d840> | |
>> Object with = NULL | |
>> Object ignore = NULL | |
>> bool sorted = 0 | |
>> bool ground_only = 0 | |
>> int iType = 0 | |
>> float radius = 0 | |
>> 1 | |
@endcode | |
*/ | |
proto static bool RaycastRV(vector begPos, vector endPos, out vector contactPos, out vector contactDir, out int contactComponent, /*out*/ set<Object> results = NULL, Object with = NULL, Object ignore = NULL, bool sorted = false, bool ground_only = false, int iType = ObjIntersectView, float radius = 0.0, CollisionFlags flags = CollisionFlags.NEARESTCONTACT); | |
//I am so sorry about this, I am unable to change RaycastRV above without breaking rest of DZ | |
//proto static bool RaycastRVExt(vector begPos, vector endPos, out vector contactPos, out vector contactDir, out int contactComponent, /*out*/ array<string> resultSurfaces = NULL, /*out*/ array<Object> resultObjects = NULL, Object with = NULL, Object ignore = NULL, bool sorted = false, bool ground_only = false, int iType = ObjIntersectView, float radius = 0.0, CollisionFlags flags = CollisionFlags.NEARESTCONTACT); | |
proto static bool GetHitSurface(Object other, vector begPos, vector endPos, string surface); | |
proto static bool GetHitSurfaceAndLiquid(Object other, vector begPos, vector endPos, string surface, out int liquidType); | |
proto static bool RaycastRVProxy( notnull RaycastRVParams in, out notnull array< ref RaycastRVResult> results, array< Object > excluded = null ); | |
proto static bool RayCastBullet(vector begPos, vector endPos, PhxInteractionLayers layerMask, Object ignoreObj, out Object hitObject, out vector hitPosition, out vector hitNormal, out float hitFraction); | |
proto static bool SphereCastBullet(vector begPos, vector endPos, float radius, PhxInteractionLayers layerMask, Object ignoreObj, out Object hitObject, out vector hitPosition, out vector hitNormal, out float hitFraction); | |
proto static bool GeometryOverlapBullet(vector transform[4], dGeom geometry, PhxInteractionLayers layerMask, notnull CollisionOverlapCallback callback); | |
proto static bool EntityOverlapBullet(vector transform[4], IEntity entity, PhxInteractionLayers layerMask, notnull CollisionOverlapCallback callback); | |
proto static bool EntityOverlapSingleBullet(vector transform[4], IEntity entity, PhxInteractionLayers layerMask, notnull CollisionOverlapCallback callback); | |
proto static bool SphereOverlapBullet(vector position, float radius, PhxInteractionLayers layerMask, notnull CollisionOverlapCallback callback); | |
proto static bool CylinderOverlapBullet(vector transform[4], vector extents, PhxInteractionLayers layerMask, notnull CollisionOverlapCallback callback); | |
proto static bool CapsuleOverlapBullet(vector transform[4], float radius, float height, PhxInteractionLayers layerMask, notnull CollisionOverlapCallback callback); | |
proto static bool BoxOverlapBullet(vector transform[4], vector extents, PhxInteractionLayers layerMask, notnull CollisionOverlapCallback callback); | |
} |