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class Hologram
{
#ifdef SERVER
protected const int SPAWN_FLAGS = ECE_CREATEPHYSICS;
#else
protected const int SPAWN_FLAGS = ECE_LOCAL;
#endif
#ifdef DIAG_DEVELOPER
string m_CollisionDetails;
#endif
protected const string SUFFIX_MATERIAL_DEPLOYABLE = "_deployable.rvmat";
protected const string SUFFIX_MATERIAL_UNDEPLOYABLE = "_undeployable.rvmat";
protected const string SUFFIX_MATERIAL_POWERED = "_powered.rvmat";
protected ItemBase m_Parent;
protected EntityAI m_Projection;
protected PlayerBase m_Player;
protected ProjectionTrigger m_ProjectionTrigger;
protected string m_ProjectionTypename;
protected bool m_IsColliding;
protected bool m_IsCollidingGPlot;
protected bool m_IsSlope;
protected bool m_IsCollidingPlayer;
protected bool m_IsFloating;
protected bool m_UpdatePosition;
protected bool m_IsHidden;
protected vector m_DefaultOrientation;
protected vector m_Rotation;
protected vector m_y_p_r_previous;
protected vector m_ContactDir;
protected vector m_FromAdjusted;
protected const string ANIMATION_PLACING = "Placing";
protected const string ANIMATION_INVENTORY = "Inventory";
protected const string SELECTION_PLACING = "placing";
protected const string SELECTION_INVENTORY = "inventory";
protected const float SMALL_PROJECTION_RADIUS = 1;
protected const float SMALL_PROJECTION_GROUND = 2;
protected const float DISTANCE_SMALL_PROJECTION = 1; //! Deprecated
protected const float LARGE_PROJECTION_DISTANCE_LIMIT = 6;
protected const float PROJECTION_TRANSITION_MIN = 1;
protected const float PROJECTION_TRANSITION_MAX = 0.25;
protected const float LOOKING_TO_SKY = 0.75;
static const float DEFAULT_MAX_PLACEMENT_HEIGHT_DIFF = 1.5;
protected float m_SlopeTolerance;
protected bool m_AlignToTerrain;
protected vector m_YawPitchRollLimit;
protected int m_ContactComponent;
protected ref set<string> m_SelectionsToRefresh = new set<string>;
// Watchtower correction variables
// These watchtower component names should be corrected when colliding with them as they are supposed to be "trigger boxes", not colliders
static const protected ref array<string> m_WatchtowerIgnoreComponentNames = new array<string>;
// These watchtower components are supposed to be trigger boxes, but should block placement on them (currently only the boxes above the stairs)
static const protected ref array<string> m_WatchtowerBlockedComponentNames = new array<string>;
void Hologram(PlayerBase player, vector pos, ItemBase item)
{
m_Player = player;
m_Parent = item;
m_Projection = null;
m_ProjectionTrigger = null;
m_UpdatePosition = true;
m_ContactComponent = -1;
m_Rotation = "0 0 0";
m_FromAdjusted = "0 0 0";
// If the static names are empty, generate the needed names
// Refer to their definitions to see why these are required
if (m_WatchtowerIgnoreComponentNames.Count() == 0)
{
string baseStringBegin = Watchtower.BASE_VIEW_NAME;
string baseIgnoreStringEnd = Watchtower.BASE_WALL_NAME;
int floors = Watchtower.MAX_WATCHTOWER_FLOORS;
int walls = Watchtower.MAX_WATCHTOWER_WALLS;
string compName;
for (int i = 1; i < floors + 1; ++i)
{
compName = baseStringBegin + i.ToString();
for (int j = 1; j < walls + 1; ++j)
m_WatchtowerIgnoreComponentNames.Insert(compName + baseIgnoreStringEnd + j.ToString());
if (i != 1)
m_WatchtowerBlockedComponentNames.Insert(compName);
else
m_WatchtowerIgnoreComponentNames.Insert(compName);
}
}
string configPathProjectionTypename = string.Format("CfgVehicles %1 projectionTypename", m_Parent.GetType());
if (GetGame().ConfigIsExisting(configPathProjectionTypename))
{
m_ProjectionTypename = GetGame().ConfigGetTextOut(configPathProjectionTypename);
}
EntityAI projectionEntity;
if (GetGame().IsMultiplayer() && GetGame().IsServer())
{
projectionEntity = EntityAI.Cast(GetGame().CreateObjectEx(ProjectionBasedOnParent(), pos, ECE_PLACE_ON_SURFACE));
projectionEntity.SetAllowDamage(false);
SetProjectionEntity(projectionEntity);
SetAnimations();
}
else
{
projectionEntity = EntityAI.Cast(GetGame().CreateObjectEx(ProjectionBasedOnParent(), pos, ECE_TRACE|ECE_LOCAL));
if (projectionEntity == null)
{
ErrorEx(string.Format("Cannot create hologram entity from config class %1", ProjectionBasedOnParent()), ErrorExSeverity.WARNING);
return;
}
SetProjectionEntity(projectionEntity);
SetAnimations();
CreateTrigger();
RefreshTrigger();
}
if (ItemBase.Cast(projectionEntity))
{
ItemBase.Cast(GetProjectionEntity()).SetIsHologram(true);
}
string configPathSlope = string.Format("CfgVehicles %1 slopeTolerance", GetProjectionEntity().GetType());
if (GetGame().ConfigIsExisting(configPathSlope))
{
m_SlopeTolerance = GetGame().ConfigGetFloat(configPathSlope);
}
string configPathAlign = string.Format("CfgVehicles %1 alignHologramToTerain", GetProjectionEntity().GetType());
if (GetGame().ConfigIsExisting(configPathAlign))
{
m_AlignToTerrain = GetGame().ConfigGetInt(configPathAlign);
}
string configPathOrientationLimit = string.Format("CfgVehicles %1 yawPitchRollLimit", GetProjectionEntity().GetType());
if (GetGame().ConfigIsExisting(configPathOrientationLimit))
{
m_YawPitchRollLimit = GetGame().ConfigGetVector(configPathOrientationLimit);
}
}
void ~Hologram()
{
if (GetGame())
{
if (m_Projection)
{
GetGame().ObjectDelete(m_Projection);
}
if (m_ProjectionTrigger)
{
GetGame().ObjectDelete(m_ProjectionTrigger);
}
}
#ifdef DIAG_DEVELOPER
DestroyDebugCollisionBox();
#endif
}
void SetAnimations()
{
if ( m_Projection.HasAnimation( ANIMATION_PLACING ) )
{
m_Projection.SetAnimationPhase( ANIMATION_PLACING, 0 );
SetSelectionToRefresh( SELECTION_PLACING );
if ( m_Projection.HasAnimation( ANIMATION_INVENTORY ) )
{
m_Projection.SetAnimationPhase( ANIMATION_INVENTORY, 1 );
}
}
else
{
UpdateSelections();
SetSelectionToRefresh( SELECTION_INVENTORY );
}
}
// Updates selections on hologram object so they reflect the state of the parent object's selections.
void UpdateSelections()
{
string cfg_access = "CfgVehicles " + m_Projection.GetType() + " AnimationSources ";
if ( GetGame().ConfigIsExisting(cfg_access) )
{
int cfg_access_count = g_Game.ConfigGetChildrenCount(cfg_access);
for ( int i = 0; i < cfg_access_count; ++i )
{
string found_anim;
GetGame().ConfigGetChildName(cfg_access, i, found_anim);
float anim_phase = m_Parent.GetAnimationPhase(found_anim);
m_Projection.SetAnimationPhase(found_anim, anim_phase);
}
}
}
string ProjectionBasedOnParent()
{
return GetProjectionName(m_Parent);
}
string GetProjectionName(ItemBase item)
{
//! configuration override
if (m_ProjectionTypename != "")
{
return m_ProjectionTypename;
}
if (!item)
{
return "";
}
if (item.CanMakeGardenplot())
{
return "GardenPlotPlacing";
}
//Camping & Base building
if (item.IsInherited( TentBase ) || item.IsBasebuildingKit())
{
return item.GetType() + "Placing";
}
return item.GetType();
}
//! DEPRECATED
static bool DoesHaveProjection(ItemBase item)
{
return item && (item.IsDeployable() || item.CanMakeGardenplot() || item.IsInherited(DeployableContainer_Base));
}
// update loop for visuals and collisions of the hologram
void UpdateHologram(float timeslice)
{
if (!m_Parent)
{
m_Player.TogglePlacingLocal();
return;
}
if (IsRestrictedFromAdvancedPlacing())
{
m_Player.TogglePlacingLocal();
return;
}
if (!GetUpdatePosition())
return;
#ifdef DIAG_DEVELOPER
DebugConfigValues();
DestroyDebugCollisionBox();
#endif
// update hologram position
SetProjectionPosition(GetProjectionEntityPosition(m_Player));
SetProjectionOrientation(AlignProjectionOnTerrain(timeslice));
EvaluateCollision();
RefreshTrigger();
CheckPowerSource();
RefreshVisual();
m_Projection.OnHologramBeingPlaced(m_Player);
}
vector AlignProjectionOnTerrain( float timeslice )
{
vector y_p_r;
if ( m_AlignToTerrain )
{
vector projection_orientation_angles = GetDefaultOrientation() + GetProjectionRotation();
vector mat0[3];
vector mat1[3];
vector mat2[3];
vector projection_position = m_Projection.GetPosition();
vector normal;
if ( m_ContactDir.Length() > 0 )
{
normal = m_ContactDir;
}
else
{
normal = GetGame().SurfaceGetNormal( projection_position[0], projection_position[2] );
}
vector angles = normal.VectorToAngles();
angles[1] = angles[1] + 270;
angles[0] = Math.Clamp( angles[0], 0, 360 );
angles[1] = Math.Clamp( angles[1], 0, 360 );
angles[2] = Math.Clamp( angles[2], 0, 360 );
projection_orientation_angles[0] = projection_orientation_angles[0] + ( 360 - angles[0] );
Math3D.YawPitchRollMatrix( projection_orientation_angles, mat0 );
Math3D.YawPitchRollMatrix( angles, mat1 );
Math3D.MatrixMultiply3( mat1, mat0, mat2 );
y_p_r = Math3D.MatrixToAngles( mat2 );
}
else
{
y_p_r = GetDefaultOrientation() + GetProjectionRotation();
if ( y_p_r[0] > 180 )
{
y_p_r[0] = y_p_r[0] - 360;
}
if ( y_p_r[0] < -180 )
{
y_p_r[0] = y_p_r[0] + 360;
}
}
return SmoothProjectionMovement( y_p_r, timeslice );
}
vector SmoothProjectionMovement( vector y_p_r, float timeslice )
{
if ( m_y_p_r_previous )
{
if ( Math.AbsFloat( y_p_r[0] - m_y_p_r_previous[0] ) > 100 )
{
if ( y_p_r[0] > 0 )
{
m_y_p_r_previous[0] = m_y_p_r_previous[0] + 360;
}
if ( y_p_r[0] < 0 )
{
m_y_p_r_previous[0] = m_y_p_r_previous[0] - 360;
}
}
y_p_r[0] = Math.Lerp( m_y_p_r_previous[0], y_p_r[0], 15 * timeslice );
y_p_r[1] = Math.Lerp( m_y_p_r_previous[1], y_p_r[1], 15 * timeslice );
y_p_r[2] = Math.Lerp( m_y_p_r_previous[2], y_p_r[2], 15 * timeslice );
}
m_y_p_r_previous = y_p_r;
return y_p_r;
}
void CreateTrigger()
{
Class.CastTo(m_ProjectionTrigger, g_Game.CreateObjectEx("ProjectionTrigger", GetProjectionPosition(), SPAWN_FLAGS));
m_ProjectionTrigger.SetOrientation(GetProjectionOrientation());
m_ProjectionTrigger.SetParentObject(this);
m_ProjectionTrigger.SetParentOwner(m_Player);
RefreshVisual();
}
void RefreshTrigger()
{
vector min_max[2];
GetProjectionCollisionBox( min_max );
m_ProjectionTrigger.SetPosition(GetProjectionPosition());
m_ProjectionTrigger.SetOrientation(GetProjectionOrientation());
m_ProjectionTrigger.SetExtents(min_max[0], min_max[1]);
}
#ifdef DIAG_DEVELOPER
void DebugText(string header, bool mustBeTrue = false, bool condition = true, string info = "")
{
if ( DiagMenu.GetBool(DiagMenuIDs.MISC_HOLOGRAM) )
{
int color = 0xFFFFFFFF;
if (mustBeTrue && !condition || !mustBeTrue && condition)
color = COLOR_RED;
string text = header + condition + info;
DbgUI.ColoredText(color, text);
}
}
protected float m_PitchOverride;
protected float m_RollOverride;
void DebugConfigValues()
{
if ( DiagMenu.GetBool(DiagMenuIDs.MISC_HOLOGRAM) )
{
m_PitchOverride = m_YawPitchRollLimit[1];
m_RollOverride = m_YawPitchRollLimit[2];
DbgUI.InputFloat("slopeTolerance override", m_SlopeTolerance);
DbgUI.SameLine();
DbgUI.InputFloat("pitch limit override", m_PitchOverride);
DbgUI.SameLine();
DbgUI.InputFloat("roll limit override", m_RollOverride);
m_YawPitchRollLimit[1] = m_PitchOverride;
m_YawPitchRollLimit[2] = m_RollOverride;
}
}
#endif
void EvaluateCollision(ItemBase action_item = null)
{
#ifdef DIAG_DEVELOPER
m_CollisionDetails = "";
#endif
if (!m_Player.CanPlaceItem(m_Projection))
{
#ifdef DIAG_DEVELOPER
m_CollisionDetails += "[Player]";
#endif
SetIsColliding(true);
}
else if (IsFloating() || IsHidden() || IsCollidingBBox(action_item) || IsCollidingPlayer() || IsClippingRoof() || !IsBaseViable() || IsCollidingGPlot() || IsCollidingZeroPos() || IsCollidingAngle() || !IsPlacementPermitted() || !HeightPlacementCheck() || IsUnderwater() || IsInTerrain())
{
SetIsColliding(true);
}
else if ( m_Projection.IsInherited( TrapSpawnBase ))
{
#ifdef DIAG_DEVELOPER
DebugText("Inherits from TrapSpawnBase, checking IsPlaceableAtposition", true);
#endif
TrapSpawnBase trapSpawnBase;
Class.CastTo(trapSpawnBase, m_Projection);
SetIsColliding(!trapSpawnBase.IsPlaceableAtPosition(m_Projection.GetPosition()));
}
else if (m_Projection.IsInherited(TrapBase))
{
#ifdef DIAG_DEVELOPER
DebugText("Inherits from TrapBase, checking IsPlaceableAtposition", true);
#endif
TrapBase trapBase;
Class.CastTo(trapBase, m_Projection);
SetIsColliding(!trapBase.IsPlaceableAtPosition(m_Projection.GetPosition()));
}
else
{
SetIsColliding(false);
}
}
bool IsClippingRoof()
{
if (CfgGameplayHandler.GetDisableIsClippingRoofCheck())
return false;
if (GetGame().IsServer() && GetGame().IsMultiplayer())
return false;
//Some locations allow you to look up and attempt placing the hologram on the bottom side of a floor - most notably the floors of a watchtower
//This check also prevents some very unnatural placements
bool b1 = m_Projection.GetPosition()[1] > GetGame().GetCurrentCameraPosition()[1];
bool b2 = false;
#ifdef DIAG_DEVELOPER
vector from, to;
#endif
if (m_Projection.DoPlacingHeightCheck())
{
b2 = MiscGameplayFunctions.IsUnderRoofEx(m_Projection, GameConstants.ROOF_CHECK_RAYCAST_DIST, ObjIntersectFire);
#ifdef DIAG_DEVELOPER
MiscGameplayFunctions.IsUnderRoofFromToCalculation(m_Projection, from, to);
DrawArrow(from, to, !b2);
#endif
}
#ifdef DIAG_DEVELOPER
DebugText("IsClippingRoof: ", false, b1, " | (projection height) " + m_Projection.GetPosition()[1] + " > (camera height) " + GetGame().GetCurrentCameraPosition()[1]);
DebugText("IsClippingRoof: ", false, b2, " | (DoPlacingHeightCheck) " + m_Projection.DoPlacingHeightCheck() + " && (IsUnderRoof) " + MiscGameplayFunctions.IsUnderRoof(m_Projection) + " | from: " + from[1] + " | to: " + to[1]);
#endif
return b1 || b2;
}
bool IsCollidingAngle()
{
if (CfgGameplayHandler.GetDisableIsCollidingAngleCheck())
return false;
vector projection_orientation = m_Projection.GetOrientation();
bool isTrue = Math.AbsFloat( projection_orientation[1] ) > m_YawPitchRollLimit[1] || Math.AbsFloat( projection_orientation[2] ) > m_YawPitchRollLimit[2];
#ifdef DIAG_DEVELOPER
DebugText("IsCollidingAngle: ", false, isTrue, " | (proj pitch) " + Math.AbsFloat( projection_orientation[1] ) + " > (pitch limit) " + m_YawPitchRollLimit[1] + " | (proj roll) " + Math.AbsFloat( projection_orientation[2] ) + " > (roll limit) " + m_YawPitchRollLimit[2]);
#endif
return isTrue;
}
#ifdef DIAG_DEVELOPER
protected Shape m_CollisionBox;
protected void DrawDebugCollisionBox( vector min_max[2], int color )
{
vector mat[4];
m_Projection.GetTransform( mat );
m_CollisionBox = Debug.DrawBox( min_max[0], min_max[1], color );
m_CollisionBox.SetMatrix( mat );
}
protected void DestroyDebugCollisionBox()
{
if ( m_CollisionBox )
{
m_CollisionBox.Destroy();
m_CollisionBox = NULL;
}
}
#endif
bool IsCollidingBBox(ItemBase action_item = null)
{
if (CfgGameplayHandler.GetDisableIsCollidingBBoxCheck())
return false;
vector center;
vector relativeOffset; //we need to lift BBox, because it is calculated from the bottom of projection, and not from the middle
vector absoluteOffset = "0 0.05 0"; //we need to lift BBox even more, because it colliddes with house floors due to various reasons (probably geometry or float imperfections)
vector orientation = GetProjectionOrientation();
vector edgeLength;
vector minMax[2];
array<Object> excludedObjects = new array<Object>();
array<Object> collidedObjects = new array<Object>();
GetProjectionCollisionBox(minMax);
relativeOffset[1] = (minMax[1][1] - minMax[0][1]) * 0.5;
center = m_Projection.GetPosition() + relativeOffset + absoluteOffset;
edgeLength = GetCollisionBoxSize(minMax);
excludedObjects.Insert(m_Projection);
excludedObjects.Insert(m_Player);
if (action_item)
excludedObjects.Insert(action_item);
//add is construction check
// Base building objects behave in a way that causes this test to generate false positives
bool isTrue = GetGame().IsBoxCollidingGeometry(center, orientation, edgeLength, ObjIntersectFire, ObjIntersectGeom, excludedObjects, collidedObjects);
#ifdef DIAG_DEVELOPER
if ( DiagMenu.GetBool(DiagMenuIDs.MISC_HOLOGRAM) )
{
string text = "";
foreach (Object object: collidedObjects)
text += " | " + Object.GetDebugName(object);
DebugText("IsCollidingBBox: ", false, isTrue, text);
int color = 0x01FFFFFF;
if (isTrue)
color = 0x33F22613;
DrawDebugCollisionBox(minMax, color);
}
#endif
return isTrue;
}
bool IsBaseViable()
{
//This function is not required to solve server-side fixes for clipping, saves calculations and potential false negatives
if (GetGame().IsServer() && GetGame().IsMultiplayer())
return true;
if (CfgGameplayHandler.GetDisableIsBaseViableCheck())
return true;
vector from_left_close = m_Projection.CoordToParent(GetLeftCloseProjectionVector());
vector to_left_close_down = from_left_close + "0 -1 0";
vector from_right_close = m_Projection.CoordToParent(GetRightCloseProjectionVector());
vector to_right_close_down = from_right_close + "0 -1 0";
vector from_left_far = m_Projection.CoordToParent(GetLeftFarProjectionVector());
vector to_left_far_down = from_left_far + "0 -1 0";
vector from_right_far = m_Projection.CoordToParent(GetRightFarProjectionVector());
vector to_right_far_down = from_right_far + "0 -1 0";
vector contact_pos_left_close;
vector contact_pos_right_close;
vector contact_pos_left_far;
vector contact_pos_right_far;
vector contact_dir_left_close;
vector contact_dir_right_close;
vector contact_dir_left_far;
vector contact_dir_right_far;
int contact_component_left_close;
int contact_component_right_close;
int contact_component_left_far;
int contact_component_right_far;
set<Object> results_left_close = new set<Object>;
set<Object> results_right_close = new set<Object>;
set<Object> results_left_far = new set<Object>;
set<Object> results_right_far = new set<Object>;
Object obj_left_close;
Object obj_right_close;
Object obj_left_far;
Object obj_right_far;
//Not sure what the intention here was before, but it boiled down to a very bloated version of what you see here right now
DayZPhysics.RaycastRV(from_left_close, to_left_close_down, contact_pos_left_close, contact_dir_left_close, contact_component_left_close, results_left_close, null, m_Projection, false, false, ObjIntersectFire);
if (results_left_close.Count() > 0)
obj_left_close = results_left_close[results_left_close.Count() - 1];
DayZPhysics.RaycastRV(from_right_close, to_right_close_down, contact_pos_right_close, contact_dir_right_close, contact_component_right_close, results_right_close, null, m_Projection, false, false, ObjIntersectFire);
if (results_right_close.Count() > 0)
obj_right_close = results_right_close[results_right_close.Count() - 1];
DayZPhysics.RaycastRV(from_left_far, to_left_far_down, contact_pos_left_far, contact_dir_left_far, contact_component_left_far, results_left_far, null, m_Projection, false, false, ObjIntersectFire);
if (results_left_far.Count() > 0)
obj_left_far = results_left_far[results_left_far.Count() - 1];
DayZPhysics.RaycastRV(from_right_far, to_right_far_down, contact_pos_right_far, contact_dir_right_far, contact_component_right_far, results_right_far, null, m_Projection, false, false, ObjIntersectFire);
if (results_right_far.Count() > 0)
obj_right_far = results_right_far[results_right_far.Count() - 1];
return IsBaseIntact(obj_left_close, obj_right_close, obj_left_far, obj_right_far ) && IsBaseStatic( obj_left_close ) && IsBaseFlat( contact_pos_left_close, contact_pos_right_close, contact_pos_left_far, contact_pos_right_far);
}
bool IsCollidingGPlot()
{
if (CfgGameplayHandler.GetDisableIsCollidingGPlotCheck())
return false;
#ifdef DIAG_DEVELOPER
DebugText("IsCollidingGPlot: ", false, m_IsCollidingGPlot);
#endif
return m_IsCollidingGPlot;
}
bool IsCollidingZeroPos()
{
vector origin = Vector(0, 0, 0);
bool isTrue = GetProjectionPosition() == origin;
#ifdef DIAG_DEVELOPER
DebugText("IsCollidingZeroPos: ", false, isTrue);
#endif
return isTrue;
}
//! DEPRECATED
bool IsBehindObstacle()
{
ErrorEx("Deprecated check - do not use", ErrorExSeverity.WARNING);
return false;
}
//This function only takes one of the found objects since IsBaseIntact already verifies that all of them are either null or the same object
bool IsBaseStatic( Object objectToCheck )
{
//check if the object below hologram is dynamic object. Dynamic objects like barrels can be taken to hands
//and item which had been placed on top of them, would stay floating in the air
#ifdef DIAG_DEVELOPER
if (objectToCheck == null)
DebugText("IsBaseStatic(must be true): ", true, true, " | objectToCheck is null (this is good)");
else
DebugText("IsBaseStatic(must be true): ", true, IsObjectStatic(objectToCheck));
#endif
return objectToCheck == null || IsObjectStatic(objectToCheck);
}
bool IsObjectStatic( Object obj )
{
return obj.IsBuilding() || obj.IsPlainObject() || (!m_Parent.IsInherited(KitBase) && obj.IsInherited(BaseBuildingBase) && (m_WatchtowerBlockedComponentNames.Find(obj.GetActionComponentName(m_ContactComponent, LOD.NAME_VIEW)) == -1));
}
bool IsBaseIntact( Object under_left_close, Object under_right_close, Object under_left_far, Object under_right_far )
{
bool isTrue = (under_left_close == under_right_close && under_right_close == under_left_far && under_left_far == under_right_far);
#ifdef DIAG_DEVELOPER
DebugText("IsBaseIntact(must be true and all equal): ", true, isTrue, " | ulc: " + Object.GetDebugName(under_left_close) + " | urc: " + Object.GetDebugName(under_right_close) + " | ulf: " + Object.GetDebugName(under_left_far) + " | urf: " + Object.GetDebugName(under_right_far));
if (!isTrue)
{
array<bool> conditions = new array<bool>();
conditions.Insert(under_left_close == null);
conditions.Insert(under_right_close == null);
conditions.Insert(under_left_far == null);
conditions.Insert(under_right_far == null);
int amountOfNull = 0;
if (!under_left_close)
++amountOfNull;
if (!under_right_close)
++amountOfNull;
if (!under_left_far)
++amountOfNull;
if (!under_right_far)
++amountOfNull;
if ( amountOfNull < 3 )
for ( int i = 0; i < conditions.Count(); ++i)
conditions[i] = !conditions[i];
DrawBaseSpheres(conditions);
}
#endif
return isTrue;
}
#ifdef DIAG_DEVELOPER
void DrawArrow(vector from, vector to, bool condition)
{
if ( DiagMenu.GetBool(DiagMenuIDs.MISC_HOLOGRAM) )
{
int color = 0xFFFFFFFF;
if (!condition)
color = COLOR_RED;
Debug.DrawArrow(from, to, 1, color, ShapeFlags.ONCE);
}
}
void DrawSphere(vector pos, bool condition)
{
if ( DiagMenu.GetBool(DiagMenuIDs.MISC_HOLOGRAM) )
{
int color = 0x01FFFFFF;
if (!condition)
color = 0x99F22613;
Debug.DrawSphere(pos, 1, color, ShapeFlags.ONCE|ShapeFlags.TRANSP|ShapeFlags.NOOUTLINE);
}
}
void DrawBaseSpheres(array<bool> conditions)
{
if ( DiagMenu.GetBool(DiagMenuIDs.MISC_HOLOGRAM) )
{
array<vector> positions = new array<vector>();
positions.Insert(m_Projection.CoordToParent( GetLeftCloseProjectionVector() ));
positions.Insert(m_Projection.CoordToParent( GetRightCloseProjectionVector() ));
positions.Insert(m_Projection.CoordToParent( GetLeftFarProjectionVector() ));
positions.Insert(m_Projection.CoordToParent( GetRightFarProjectionVector() ));
for (int i = 0; i < positions.Count(); ++i)
DrawSphere(positions[i], conditions[i]);
}
}
void DrawDebugArrow(float start, float dist, int color = 0xFF1FFFFF)
{
if ( DiagMenu.GetBool(DiagMenuIDs.MISC_HOLOGRAM) )
{
vector from = m_Player.GetPosition() + start * MiscGameplayFunctions.GetHeadingVector(m_Player);
vector to = m_Player.GetPosition() + dist * MiscGameplayFunctions.GetHeadingVector(m_Player);
Debug.DrawArrow(from, to, 0.5, 0xFF1FFFFF, ShapeFlags.ONCE|ShapeFlags.TRANSP);
}
}
#endif
bool IsBaseFlat( vector contact_pos_left_close, vector contact_pos_right_close, vector contact_pos_left_far, vector contact_pos_right_far )
{
vector projection_pos = GetProjectionPosition();
float slope_pos_left_close = Math.AbsFloat(projection_pos[1] - contact_pos_left_close[1]);
float slope_pos_right_close = Math.AbsFloat(projection_pos[1] - contact_pos_right_close[1]);
float slope_pos_left_far = Math.AbsFloat(projection_pos[1] - contact_pos_left_far[1]);
float slope_pos_right_far = Math.AbsFloat(projection_pos[1] - contact_pos_right_far[1]);
bool isTrue = slope_pos_left_close < m_SlopeTolerance && slope_pos_right_close < m_SlopeTolerance && slope_pos_left_far < m_SlopeTolerance && slope_pos_right_far < m_SlopeTolerance;
#ifdef DIAG_DEVELOPER
DebugText("IsBaseFlat(must be true): ", true, isTrue, " (slope < slopeTolerance) | slopeTolerance: " + m_SlopeTolerance + " | lc: " + slope_pos_left_close + " | rc: " + slope_pos_right_close + " | lf: " + slope_pos_left_far + " | rf: " + slope_pos_right_far);
DrawArrow(projection_pos, contact_pos_left_close, slope_pos_left_close < m_SlopeTolerance);
DrawArrow(projection_pos, contact_pos_right_close, slope_pos_right_close < m_SlopeTolerance);
DrawArrow(projection_pos, contact_pos_left_far, slope_pos_left_far < m_SlopeTolerance);
DrawArrow(projection_pos, contact_pos_right_far, slope_pos_right_far < m_SlopeTolerance);
#endif
return isTrue;
}
//! Checks if the item can be legally placed (usually checked by action as well)
bool IsPlacementPermitted()
{
if (CfgGameplayHandler.GetDisableIsPlacementPermittedCheck())
return true;
bool isTrue = m_Parent && m_Parent.CanBePlaced(m_Player, GetProjectionPosition());
#ifdef DIAG_DEVELOPER
DebugText("IsPlacementPermitted(must be true): ", true, isTrue, " (Note: ItemBase::CanBePlaced() return value)");
#endif
return isTrue;
}
//! Checks height relative to player's position
bool HeightPlacementCheck()
{
if (CfgGameplayHandler.GetDisableHeightPlacementCheck())
return true;
if ( GetProjectionEntity() ) //simple height check
{
vector playerpos = m_Player.GetPosition();
vector projectionpos = GetProjectionPosition();
float delta1 = playerpos[1] - projectionpos[1];
if ( delta1 > DEFAULT_MAX_PLACEMENT_HEIGHT_DIFF || delta1 < -DEFAULT_MAX_PLACEMENT_HEIGHT_DIFF )
{
#ifdef DIAG_DEVELOPER
DebugText("HeightPlacementCheck(must be true): ", true, false, " | Height difference between item and player is larger than " + DEFAULT_MAX_PLACEMENT_HEIGHT_DIFF);
#endif
return false;
}
}
#ifdef DIAG_DEVELOPER
DebugText("HeightPlacementCheck(must be true): ", true, true);
#endif
return true;
}
bool IsUnderwater()
{
if (CfgGameplayHandler.GetDisableIsUnderwaterCheck())
return false;
// Fast check middle of object
string type;
int liquid;
g_Game.SurfaceUnderObject(m_Projection, type, liquid);
if (liquid == LIQUID_WATER)
{
#ifdef DIAG_DEVELOPER
DebugText("IsUnderwater: ", false, true, " | Surface under object is water");
#endif
return true;
}
// Check every corner of the object
vector left_close = m_Projection.CoordToParent( GetLeftCloseProjectionVector() );
vector right_close = m_Projection.CoordToParent( GetRightCloseProjectionVector() );
vector left_far = m_Projection.CoordToParent( GetLeftFarProjectionVector() );
vector right_far = m_Projection.CoordToParent( GetRightFarProjectionVector() );
bool surface_sea_water = IsSurfaceSea(left_close) || IsSurfaceSea(right_close) || IsSurfaceSea(left_far) || IsSurfaceSea(right_far);
#ifdef DIAG_DEVELOPER
// I'd rather duplicate this on internal than introduce (even) more raycasts than needed on retail..
float lc = g_Game.GetWaterDepth(left_close);
float rc = g_Game.GetWaterDepth(right_close);
float lf = g_Game.GetWaterDepth(left_far);
float rf = g_Game.GetWaterDepth(right_far);
bool isTrue = (lc > 0 || rc > 0 || lf > 0 || rf > 0 || surface_sea_water);
DebugText("IsUnderwater: ", false, isTrue, " surface_sea_water: " + surface_sea_water + " | (all must be less than zero) | lc: " + lc + " | rc: " + rc + " | lf: " + lf + " | rf: " + rf);
//DebugText("Corner Height: ", false, true, " lc: " + left_close[1] + " | rc: " + right_close[1] + " | lf: " + left_far[1] + " | rf: " + right_far[1]);
if (isTrue)
{
array<bool> conditions = {lc <= 0, rc <= 0, lf <= 0, rf <= 0};
DrawBaseSpheres(conditions);
}
#endif
return (surface_sea_water || g_Game.GetWaterDepth(left_close) > 0 || g_Game.GetWaterDepth(right_close) > 0 || g_Game.GetWaterDepth(left_far) > 0 || g_Game.GetWaterDepth(right_far) > 0);
}
bool IsInTerrain()
{
if (CfgGameplayHandler.GetDisableIsInTerrainCheck())
return false;
vector fromHeightOffset = "0 0.3 0";
vector toHeightOffset = "0 1 0";
vector from_left_close = m_Projection.CoordToParent( GetLeftCloseProjectionVector() ) + fromHeightOffset;
vector to_left_close_down = from_left_close + toHeightOffset;
vector from_right_close = m_Projection.CoordToParent( GetRightCloseProjectionVector() ) + fromHeightOffset;
vector to_right_close_down = from_right_close + toHeightOffset;
vector from_left_far = m_Projection.CoordToParent( GetLeftFarProjectionVector() ) + fromHeightOffset;
vector to_left_far_down = from_left_far + toHeightOffset;
vector from_right_far = m_Projection.CoordToParent( GetRightFarProjectionVector() ) + fromHeightOffset;
vector to_right_far_down = from_right_far + toHeightOffset;
vector contact_pos_left_close;
vector contact_pos_right_close;
vector contact_pos_left_far;
vector contact_pos_right_far;
vector contact_dir_left_close;
vector contact_dir_right_close;
vector contact_dir_left_far;
vector contact_dir_right_far;
int contact_component_left_close;
int contact_component_right_close;
int contact_component_left_far;
int contact_component_right_far;
#ifdef DIAG_DEVELOPER
// I'd rather duplicate this on internal than introduce (even) more raycasts than needed on retail..
set<Object> lcO = new set<Object>();
set<Object> rcO = new set<Object>();
set<Object> lfO = new set<Object>();
set<Object> rfO = new set<Object>();
bool lc = DayZPhysics.RaycastRV( from_left_close, to_left_close_down, contact_pos_left_close, contact_dir_left_close, contact_component_left_close, lcO, m_Projection, m_Projection, false, true, ObjIntersectFire );
bool rc = DayZPhysics.RaycastRV( from_right_close, to_right_close_down, contact_pos_right_close, contact_dir_right_close, contact_component_right_close, rcO, m_Projection, m_Projection, false, true, ObjIntersectFire );
bool lf = DayZPhysics.RaycastRV( from_left_far, to_left_far_down, contact_pos_left_far, contact_dir_left_far, contact_component_left_far, lfO, m_Projection, m_Projection, false, true, ObjIntersectFire );
bool rf = DayZPhysics.RaycastRV( from_right_far, to_right_far_down, contact_pos_right_far, contact_dir_right_far, contact_component_right_far, rfO, m_Projection, m_Projection, false, true, ObjIntersectFire );
bool isTrue = ( lc || rc || lf || rf );
string text = "";
if (isTrue)
{
if (lc)
text += " | lc";
if (rc)
text += " | rc";
if (lf)
text += " | lf";
if (rf)
text += " | rf";
if (lcO.Count() > 0)
text += " | lcO: " + lcO[0];
if (rcO.Count() > 0)
text += " | rcO: " + rcO[0];
if (lfO.Count() > 0)
text += " | lfO: " + lfO[0];
if (rfO.Count() > 0)
text += " | rfO: " + rfO[0];
array<bool> conditions = {!lc, !rc, !lf, !rf};
DrawBaseSpheres(conditions);
}
DebugText("IsInTerrain: ", false, isTrue, text);
#endif
if (DayZPhysics.RaycastRV( from_left_close, to_left_close_down, contact_pos_left_close, contact_dir_left_close, contact_component_left_close, NULL, m_Projection, m_Projection, false, true, ObjIntersectFire ))
return true;
if (DayZPhysics.RaycastRV( from_right_close, to_right_close_down, contact_pos_right_close, contact_dir_right_close, contact_component_right_close, NULL,m_Projection, m_Projection, false, true, ObjIntersectFire ))
return true;
if (DayZPhysics.RaycastRV( from_left_far, to_left_far_down, contact_pos_left_far, contact_dir_left_far, contact_component_left_far, NULL, m_Projection, m_Projection, false, true, ObjIntersectFire ))
return true;
if (DayZPhysics.RaycastRV( from_right_far, to_right_far_down, contact_pos_right_far, contact_dir_right_far, contact_component_right_far, NULL, m_Projection, m_Projection, false, true, ObjIntersectFire ))
return true;
return false;
}
void CheckPowerSource()
{
//in range of its power source.
if (m_Player && m_Parent && m_Parent.HasEnergyManager() && m_Parent.GetCompEM().IsPlugged())
{
// Unplug the device when the player is too far from the power source.
m_Parent.GetCompEM().UpdatePlugState();
// Delete local hologram when plug is rippled out and advanced placement is active
if (GetGame().IsMultiplayer() && GetGame().IsClient())
{
if (!m_Parent.GetCompEM().IsPlugged())
m_Player.TogglePlacingLocal();
}
}
}
EntityAI PlaceEntity( EntityAI entity_for_placing )
{
//string-based comparison
if (entity_for_placing.IsInherited(TentBase) || entity_for_placing.IsBasebuildingKit() )
{
return entity_for_placing;
}
if (m_Projection.IsInherited(GardenPlotPlacing))
{
Class.CastTo(entity_for_placing, GetGame().CreateObjectEx( "GardenPlot", m_Projection.GetPosition(), ECE_OBJECT_SWAP ));
return entity_for_placing;
}
//inheritance comparison
if( !GetProjectionEntity().IsKindOf( m_Parent.GetType() ))
{
Class.CastTo(entity_for_placing, GetGame().CreateObjectEx( m_Projection.GetType(), m_Projection.GetPosition(), ECE_OBJECT_SWAP ));
}
return entity_for_placing;
}
protected void GetProjectionCollisionBox( out vector min_max[2] )
{
if (!m_Projection.GetCollisionBox( min_max ) && m_Projection.MemoryPointExists("box_placing_min"))
{
min_max[0] = m_Projection.GetMemoryPointPos( "box_placing_min" );
min_max[1] = m_Projection.GetMemoryPointPos( "box_placing_max" );
//Debug.DrawSphere(m_Projection.ModelToWorld(min_max[0]) , 0.8,Colors.RED, ShapeFlags.ONCE);
//Debug.DrawSphere(m_Projection.ModelToWorld(min_max[1]), 0.8,Colors.RED, ShapeFlags.ONCE);
}
}
protected vector GetCollisionBoxSize( vector min_max[2] )
{
vector box_size = Vector(1,1,1);
box_size[0] = min_max[1][0] - min_max[0][0];
box_size[2] = min_max[1][2] - min_max[0][2];
box_size[1] = min_max[1][1] - min_max[0][1];
return box_size;
}
vector GetLeftCloseProjectionVector()
{
vector min_max[2];
GetProjectionCollisionBox( min_max );
return min_max[0];
}
vector GetRightCloseProjectionVector()
{
vector min_max[2];
GetProjectionCollisionBox( min_max );
min_max[1][1] = min_max[0][1];
min_max[1][2] = min_max[0][2];
return min_max[1];
}
vector GetLeftFarProjectionVector()
{
vector min_max[2];
GetProjectionCollisionBox( min_max );
min_max[0][2] = min_max[1][2];
return min_max[0];
}
vector GetRightFarProjectionVector()
{
vector min_max[2];
GetProjectionCollisionBox( min_max );
min_max[1][1] = min_max[0][1];
return min_max[1];
}
// Replaced by IsUnderwater, currently unused
bool IsSurfaceWater( vector position )
{
CGame game = GetGame();
return game.SurfaceIsSea( position[0], position[2] ) || game.SurfaceIsPond( position[0], position[2] );
}
bool IsSurfaceSea( vector position )
{
CGame game = GetGame();
return game.SurfaceIsSea( position[0], position[2] );
}
protected vector GetProjectionEntityPosition(PlayerBase player)
{
float minProjectionDistance;
float maxProjectionDistance;
m_ContactDir = vector.Zero;
vector minMax[2];
float projectionRadius = GetProjectionRadius();
float cameraToPlayerDistance = vector.Distance(GetGame().GetCurrentCameraPosition(), player.GetPosition());
if (projectionRadius < SMALL_PROJECTION_RADIUS) // objects with radius smaller than 1m
{
minProjectionDistance = SMALL_PROJECTION_RADIUS;
maxProjectionDistance = SMALL_PROJECTION_RADIUS * 2;
}
else
{
minProjectionDistance = projectionRadius;
maxProjectionDistance = projectionRadius * 2;
maxProjectionDistance = Math.Clamp(maxProjectionDistance, SMALL_PROJECTION_RADIUS, LARGE_PROJECTION_DISTANCE_LIMIT);
}
vector from = GetGame().GetCurrentCameraPosition();
//adjusts raycast origin to player head approx. level (limits results behind the character)
if ( DayZPlayerCamera3rdPerson.Cast(player.GetCurrentCamera()) )
{
vector head_pos;
MiscGameplayFunctions.GetHeadBonePos(player,head_pos);
float dist = vector.Distance(head_pos,from);
from = from + GetGame().GetCurrentCameraDirection() * dist;
}
vector to = from + (GetGame().GetCurrentCameraDirection() * (maxProjectionDistance + cameraToPlayerDistance));
vector contactPosition;
set<Object> hitObjects = new set<Object>();
DayZPhysics.RaycastRV(from, to, contactPosition, m_ContactDir, m_ContactComponent, hitObjects, player, m_Projection, false, false, ObjIntersectFire);
bool contactHitProcessed = false;
//! will not push hologram up when there is direct hit of an item
if (!CfgGameplayHandler.GetDisableIsCollidingBBoxCheck())
{
if (hitObjects.Count() > 0)
{
if (hitObjects[0].IsInherited(Watchtower))
{
contactHitProcessed = true;
contactPosition = CorrectForWatchtower(m_ContactComponent, contactPosition, player, hitObjects[0]);
}
if (!contactHitProcessed && hitObjects[0].IsInherited(InventoryItem))
contactPosition = hitObjects[0].GetPosition();
}
}
static const float raycastOriginOffsetOnFail = 0.25;
static const float minDistFromStart = 0.01;
// Camera isn't correctly positioned in some cases, leading to raycasts hitting the object directly behind the camera
if ((hitObjects.Count() > 0) && (vector.DistanceSq(from, contactPosition) < minDistFromStart))
{
from = contactPosition + GetGame().GetCurrentCameraDirection() * raycastOriginOffsetOnFail;
DayZPhysics.RaycastRV(from, to, contactPosition, m_ContactDir, m_ContactComponent, hitObjects, player, m_Projection, false, false, ObjIntersectFire);
}
bool isFloating = SetHologramPosition(player.GetPosition(), minProjectionDistance, maxProjectionDistance, contactPosition);
SetIsFloating(isFloating);
#ifdef DIAG_DEVELOPER
DrawDebugArrow(minProjectionDistance, maxProjectionDistance);
if (DiagMenu.GetBool(DiagMenuIDs.MISC_HOLOGRAM))
{
Debug.DrawSphere(GetProjectionPosition(), 0.1, 0x99FF0000, ShapeFlags.ONCE|ShapeFlags.TRANSP|ShapeFlags.NOOUTLINE);
}
#endif
m_FromAdjusted = from;
return contactPosition;
}
/**
\brief Sets hologram position based on player and projection distance
@param startPosition start position
@param minProjectionDistance lower distance limit
@param maxProjectionDistance higher distance limit
@param inout contactPosition is position of the hologram contact with ground/object
@return true if hologram is floating (is on the near or far edge)
*/
protected bool SetHologramPosition(vector startPosition, float minProjectionDistance, float maxProjectionDistance, inout vector contactPosition)
{
float playerToProjectionDistance = vector.Distance(startPosition, contactPosition);
vector playerToProjection;
#ifdef DIAG_DEVELOPER
DebugText("SetHologramPosition::startPosition: ", false, m_IsHidden, string.Format(" | %1", startPosition));
DebugText("SetHologramPosition::contactPosition [in]: ", false, m_IsHidden, string.Format(" | %1", contactPosition));
DebugText("SetHologramPosition::minProjectionDistance: ", false, m_IsHidden, string.Format(" | %1", minProjectionDistance));
DebugText("SetHologramPosition::maxProjectionDistance: ", false, m_IsHidden, string.Format(" | %1", maxProjectionDistance));
DebugText("SetHologramPosition::playerToProjectionDistance: ", false, m_IsHidden, string.Format(" | %1", playerToProjectionDistance));
#endif
//hologram is at min distance from player
if (playerToProjectionDistance <= minProjectionDistance)
{
playerToProjection = contactPosition - startPosition;
playerToProjection.Normalize();
//prevents the hologram to go underground/floor while hologram exceeds minProjectionDistance
playerToProjection[1] = playerToProjection[1] + PROJECTION_TRANSITION_MIN;
contactPosition = startPosition + (playerToProjection * minProjectionDistance);
#ifdef DIAG_DEVELOPER
DebugText("SetHologramPosition::contactPosition[out] (< minProjectDistance): ", false, m_IsHidden, string.Format(" | %1", contactPosition));
#endif
return true;
}
//hologram is at max distance from player
else if (playerToProjectionDistance >= maxProjectionDistance)
{
playerToProjection = contactPosition - startPosition;
playerToProjection.Normalize();
//prevents the hologram to go underground/floor while hologram exceeds maxProjectionDistance
playerToProjection[1] = playerToProjection[1] + PROJECTION_TRANSITION_MAX;
contactPosition = startPosition + (playerToProjection * maxProjectionDistance);
#ifdef DIAG_DEVELOPER
DebugText("SetHologramPosition::contactPosition[out] (< maxProjectionDistance): ", false, m_IsHidden, string.Format(" | %1", contactPosition));
#endif
return true;
}
return false;
}
bool IsFenceOrWatchtowerKit()
{
return m_Parent.IsBasebuildingKit() || m_Parent.IsInherited(TentBase);
}
vector CorrectForWatchtower(int contactComponent, vector contactPos, PlayerBase player, Object hitObject)
{
// Raycast has hit one of the trigger boxes that show construction prompts, so projection would be floating in the air without this correction
if (m_WatchtowerIgnoreComponentNames.Find(hitObject.GetActionComponentName(contactComponent, LOD.NAME_VIEW)) != -1 )
contactPos[1] = hitObject.GetActionComponentPosition(contactComponent, LOD.NAME_VIEW)[1];
return contactPos;
}
//This function is currently unused
bool IsProjectionTrap()
{
return m_Projection.IsInherited( TrapBase ) || m_Projection.IsInherited( TrapSpawnBase );
}
float GetProjectionDiameter()
{
float diameter;
float radius;
vector diagonal;
vector min_max[2];
GetProjectionCollisionBox( min_max );
diagonal = GetCollisionBoxSize( min_max );
diameter = diagonal.Length();
return diameter;
}
float GetProjectionRadius()
{
float diameter;
float radius;
vector diagonal;
vector min_max[2];
GetProjectionCollisionBox( min_max );
diagonal = GetCollisionBoxSize( min_max );
diameter = diagonal.Length();
radius = diameter / 2;
return radius;
}
void SetUpdatePosition( bool state )
{
m_UpdatePosition = state;
}
bool GetUpdatePosition()
{
return m_UpdatePosition;
}
EntityAI GetParentEntity()
{
return m_Parent;
}
void SetProjectionEntity( EntityAI projection )
{
m_Projection = projection;
}
EntityAI GetProjectionEntity()
{
return m_Projection;
}
void SetIsFloating( bool is_floating )
{
m_IsFloating = is_floating;
}
void SetIsColliding( bool is_colliding )
{
#ifdef DIAG_DEVELOPER
DebugText("Is colliding: ", false, is_colliding, m_CollisionDetails);
#endif
m_IsColliding = is_colliding;
}
void SetIsHidden( bool is_hidden )
{
m_IsHidden = is_hidden;
}
void SetIsCollidingPlayer( bool is_colliding )
{
m_IsCollidingPlayer = is_colliding;
}
void SetIsCollidingGPlot( bool is_colliding_gplot )
{
m_IsCollidingGPlot = is_colliding_gplot;
}
bool IsFloating()
{
#ifdef DIAG_DEVELOPER
DebugText("IsFloating: ", false, m_IsFloating);
#endif
return m_IsFloating;
}
bool IsColliding()
{
return m_IsColliding;
}
bool IsHidden()
{
#ifdef DIAG_DEVELOPER
DebugText("IsHidden: ", false, m_IsHidden);
#endif
return m_IsHidden;
}
bool IsCollidingPlayer()
{
if (CfgGameplayHandler.GetDisableIsCollidingPlayerCheck())
return false;
#ifdef DIAG_DEVELOPER
DebugText("IsCollidingPlayer: ", false, m_IsCollidingPlayer);
#endif
return m_IsCollidingPlayer;
}
void SetProjectionPosition(vector position)
{
m_Projection.SetPosition( position );
if (IsFloating())
{
m_Projection.SetPosition(SetOnGround(position));
}
}
void SetProjectionOrientation(vector orientation)
{
m_Projection.SetOrientation(orientation);
}
vector GetProjectionRotation()
{
return m_Rotation;
}
void AddProjectionRotation( float addition )
{
m_Rotation[0] = m_Rotation[0] + addition;
}
void SubtractProjectionRotation( float subtraction )
{
m_Rotation[0] = m_Rotation[0] - subtraction;
}
vector SetOnGround( vector position )
{
vector from = position;
vector ground;
vector player_to_projection_vector;
float projection_diameter = GetProjectionDiameter();
ground = Vector(0, -Math.Max(projection_diameter, SMALL_PROJECTION_GROUND), 0);
vector to = from + ground;
vector contact_pos = to;
RaycastRVParams rayInput = new RaycastRVParams(from, to, m_Projection);
rayInput.flags = CollisionFlags.ALLOBJECTS;
array<ref RaycastRVResult> results = new array<ref RaycastRVResult>;
if (DayZPhysics.RaycastRVProxy(rayInput, results))
{
RaycastRVResult res;
for (int i = 0; i < results.Count(); i++)
{
res = results.Get(i);
if (res.entry || (!res.obj && !res.parent))
{
contact_pos = res.pos;
break;
}
}
}
//LOS check
if (contact_pos != "0 0 0")
{
vector check_pos;
vector check_dir;
int check_component = -1;
set<Object> hit_object = new set<Object>;
to = contact_pos;
to[1] = to[1] + 0.1;
from = m_FromAdjusted;
if (DayZPhysics.RaycastRV(from, to, check_pos, check_dir, check_component, hit_object, null, m_Player, false, false, ObjIntersectFire))
{
if ((hit_object.Count() > 0)&& (!hit_object[0].IsInherited(Watchtower) || (hit_object[0].IsInherited(Watchtower) && (m_WatchtowerIgnoreComponentNames.Find(hit_object[0].GetActionComponentName(check_component, LOD.NAME_VIEW)) == -1))))
{
contact_pos = "0 0 0";
}
}
}
HideWhenClose(contact_pos);
return contact_pos;
}
vector HideWhenClose( vector pos )
{
//if the hologram is too close to player when he looks to the sky, send the projection to away
vector cam_dir = GetGame().GetCurrentCameraDirection();
if( cam_dir[1] > LOOKING_TO_SKY )
{
pos = "0 0 0";
}
return pos;
}
vector GetProjectionPosition()
{
if (m_Projection)
return m_Projection.GetPosition();
return vector.Zero;
}
vector GetProjectionOrientation()
{
if (m_Projection)
return m_Projection.GetOrientation();
return vector.Zero;
}
vector GetDefaultOrientation()
{
m_DefaultOrientation = GetGame().GetCurrentCameraDirection().VectorToAngles();
m_DefaultOrientation[1] = 0;
if (!GetParentEntity().PlacementCanBeRotated())
{
m_DefaultOrientation = vector.Zero;
}
return m_DefaultOrientation;
}
int GetHiddenSelection( string selection )
{
int idx = m_Projection.GetHiddenSelectionIndex(selection);
if ( idx != -1 )
return idx;
else
return 0;
}
// the function accepts string
void SetSelectionToRefresh( string selection )
{
m_SelectionsToRefresh.Insert( selection );
}
//overloaded function to accept array of strings
void SetSelectionToRefresh(array<string> selection)
{
foreach (string s : selection)
m_SelectionsToRefresh.Insert(s);
}
void RefreshVisual()
{
if (m_Projection)
{
static const string textureName = "#(argb,8,8,3)color(0.5,0.5,0.5,0.75,ca)";
int hidden_selection = 0;
string selection_to_refresh;
string config_material = string.Format("CfgVehicles %1 hologramMaterial", m_Projection.GetType());
string hologram_material = GetGame().ConfigGetTextOut(config_material);
string config_model = string.Format("CfgVehicles %1 hologramMaterialPath", m_Projection.GetType());
string hologram_material_path = string.Format("%1\\%2%3", GetGame().ConfigGetTextOut(config_model), hologram_material, CorrectMaterialPathName());
for (int i = 0; i < m_SelectionsToRefresh.Count(); ++i)
{
selection_to_refresh = m_SelectionsToRefresh.Get(i);
hidden_selection = GetHiddenSelection(selection_to_refresh);
m_Projection.SetObjectTexture(hidden_selection, textureName);
m_Projection.SetObjectMaterial(hidden_selection, hologram_material_path);
}
}
}
// Returns correct string to append to material path name
string CorrectMaterialPathName()
{
if (IsColliding() || IsFloating())
{
return SUFFIX_MATERIAL_UNDEPLOYABLE;
}
else if (m_Parent.HasEnergyManager())
{
ComponentEnergyManager comp_em = m_Parent.GetCompEM();
string SEL_CORD_PLUGGED = m_Parent.GetCompEM().SEL_CORD_PLUGGED;
string SEL_CORD_FOLDED = m_Parent.GetCompEM().SEL_CORD_FOLDED;
if (comp_em.IsPlugged() && comp_em.IsEnergySourceAtReach(GetProjectionPosition()))
{
m_Projection.SetAnimationPhase(SEL_CORD_PLUGGED, 0);
m_Projection.SetAnimationPhase(SEL_CORD_FOLDED, 1);
return SUFFIX_MATERIAL_POWERED;
}
else
{
m_Projection.SetAnimationPhase(SEL_CORD_PLUGGED, 1);
m_Projection.SetAnimationPhase(SEL_CORD_FOLDED, 0);
}
}
return SUFFIX_MATERIAL_DEPLOYABLE;
}
private bool IsRestrictedFromAdvancedPlacing()
{
if (m_Player.IsJumpInProgress())
return true;
if (m_Player.IsSwimming())
return true;
if (m_Player.IsClimbingLadder())
return true;
if (m_Player.IsRaised())
return true;
if (m_Player.IsClimbing())
return true;
if (m_Player.IsRestrained())
return true;
if (m_Player.IsUnconscious())
return true;
return false;
}
};
class ProjectionTrigger extends Trigger
{
protected int m_TriggerUpdateMs;
protected Hologram m_ParentObj;
protected PlayerBase m_Player;
override void OnEnter( Object obj )
{
//Print("OnEnter");
if ( m_ParentObj )
{
m_ParentObj.SetIsCollidingPlayer( true );
m_TriggerUpdateMs = 50;
}
}
override void OnLeave( Object obj )
{
//Print("OnLeave");
if ( m_ParentObj )
{
m_ParentObj.SetIsCollidingPlayer( false );
}
}
override protected void UpdateInsiders(int timeout)
{
super.UpdateInsiders(m_TriggerUpdateMs);
}
void SetParentObject( Hologram projection )
{
m_ParentObj = projection;
}
void SetParentOwner( PlayerBase player )
{
m_Player = player;
}
}