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class Hologram |
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{ |
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#ifdef SERVER |
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protected const int SPAWN_FLAGS = ECE_CREATEPHYSICS; |
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#else |
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protected const int SPAWN_FLAGS = ECE_LOCAL; |
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#endif |
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#ifdef DIAG_DEVELOPER |
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string m_CollisionDetails; |
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#endif |
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protected const string SUFFIX_MATERIAL_DEPLOYABLE = "_deployable.rvmat"; |
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protected const string SUFFIX_MATERIAL_UNDEPLOYABLE = "_undeployable.rvmat"; |
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protected const string SUFFIX_MATERIAL_POWERED = "_powered.rvmat"; |
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protected ItemBase m_Parent; |
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protected EntityAI m_Projection; |
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protected PlayerBase m_Player; |
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protected ProjectionTrigger m_ProjectionTrigger; |
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protected string m_ProjectionTypename; |
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protected bool m_IsColliding; |
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protected bool m_IsCollidingGPlot; |
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protected bool m_IsSlope; |
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protected bool m_IsCollidingPlayer; |
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protected bool m_IsFloating; |
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protected bool m_UpdatePosition; |
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protected bool m_IsHidden; |
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protected vector m_DefaultOrientation; |
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protected vector m_Rotation; |
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protected vector m_y_p_r_previous; |
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protected vector m_ContactDir; |
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protected vector m_FromAdjusted; |
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protected const string ANIMATION_PLACING = "Placing"; |
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protected const string ANIMATION_INVENTORY = "Inventory"; |
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protected const string SELECTION_PLACING = "placing"; |
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protected const string SELECTION_INVENTORY = "inventory"; |
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protected const float SMALL_PROJECTION_RADIUS = 1; |
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protected const float SMALL_PROJECTION_GROUND = 2; |
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protected const float DISTANCE_SMALL_PROJECTION = 1; |
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protected const float LARGE_PROJECTION_DISTANCE_LIMIT = 6; |
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protected const float PROJECTION_TRANSITION_MIN = 1; |
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protected const float PROJECTION_TRANSITION_MAX = 0.25; |
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protected const float LOOKING_TO_SKY = 0.75; |
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static const float DEFAULT_MAX_PLACEMENT_HEIGHT_DIFF = 1.5; |
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protected float m_SlopeTolerance; |
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protected bool m_AlignToTerrain; |
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protected vector m_YawPitchRollLimit; |
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protected int m_ContactComponent; |
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protected ref set<string> m_SelectionsToRefresh = new set<string>; |
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static const protected ref array<string> m_WatchtowerIgnoreComponentNames = new array<string>; |
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static const protected ref array<string> m_WatchtowerBlockedComponentNames = new array<string>; |
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void Hologram(PlayerBase player, vector pos, ItemBase item) |
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{ |
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m_Player = player; |
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m_Parent = item; |
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m_Projection = null; |
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m_ProjectionTrigger = null; |
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m_UpdatePosition = true; |
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m_ContactComponent = -1; |
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m_Rotation = "0 0 0"; |
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m_FromAdjusted = "0 0 0"; |
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if (m_WatchtowerIgnoreComponentNames.Count() == 0) |
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{ |
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string baseStringBegin = Watchtower.BASE_VIEW_NAME; |
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string baseIgnoreStringEnd = Watchtower.BASE_WALL_NAME; |
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int floors = Watchtower.MAX_WATCHTOWER_FLOORS; |
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int walls = Watchtower.MAX_WATCHTOWER_WALLS; |
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string compName; |
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for (int i = 1; i < floors + 1; ++i) |
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{ |
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compName = baseStringBegin + i.ToString(); |
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for (int j = 1; j < walls + 1; ++j) |
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m_WatchtowerIgnoreComponentNames.Insert(compName + baseIgnoreStringEnd + j.ToString()); |
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if (i != 1) |
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m_WatchtowerBlockedComponentNames.Insert(compName); |
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else |
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m_WatchtowerIgnoreComponentNames.Insert(compName); |
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} |
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} |
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string configPathProjectionTypename = string.Format("CfgVehicles %1 projectionTypename", m_Parent.GetType()); |
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if (GetGame().ConfigIsExisting(configPathProjectionTypename)) |
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{ |
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m_ProjectionTypename = GetGame().ConfigGetTextOut(configPathProjectionTypename); |
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} |
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EntityAI projectionEntity; |
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if (GetGame().IsMultiplayer() && GetGame().IsServer()) |
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{ |
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projectionEntity = EntityAI.Cast(GetGame().CreateObjectEx(ProjectionBasedOnParent(), pos, ECE_PLACE_ON_SURFACE)); |
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projectionEntity.SetAllowDamage(false); |
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SetProjectionEntity(projectionEntity); |
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SetAnimations(); |
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} |
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else |
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{ |
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projectionEntity = EntityAI.Cast(GetGame().CreateObjectEx(ProjectionBasedOnParent(), pos, ECE_TRACE|ECE_LOCAL)); |
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if (projectionEntity == null) |
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{ |
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ErrorEx(string.Format("Cannot create hologram entity from config class %1", ProjectionBasedOnParent()), ErrorExSeverity.WARNING); |
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return; |
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} |
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SetProjectionEntity(projectionEntity); |
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SetAnimations(); |
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CreateTrigger(); |
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RefreshTrigger(); |
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} |
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if (ItemBase.Cast(projectionEntity)) |
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{ |
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ItemBase.Cast(GetProjectionEntity()).SetIsHologram(true); |
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} |
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string configPathSlope = string.Format("CfgVehicles %1 slopeTolerance", GetProjectionEntity().GetType()); |
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if (GetGame().ConfigIsExisting(configPathSlope)) |
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{ |
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m_SlopeTolerance = GetGame().ConfigGetFloat(configPathSlope); |
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} |
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string configPathAlign = string.Format("CfgVehicles %1 alignHologramToTerain", GetProjectionEntity().GetType()); |
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if (GetGame().ConfigIsExisting(configPathAlign)) |
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{ |
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m_AlignToTerrain = GetGame().ConfigGetInt(configPathAlign); |
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} |
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string configPathOrientationLimit = string.Format("CfgVehicles %1 yawPitchRollLimit", GetProjectionEntity().GetType()); |
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if (GetGame().ConfigIsExisting(configPathOrientationLimit)) |
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{ |
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m_YawPitchRollLimit = GetGame().ConfigGetVector(configPathOrientationLimit); |
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} |
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} |
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void ~Hologram() |
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{ |
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if (GetGame()) |
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{ |
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if (m_Projection) |
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{ |
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GetGame().ObjectDelete(m_Projection); |
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} |
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if (m_ProjectionTrigger) |
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{ |
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GetGame().ObjectDelete(m_ProjectionTrigger); |
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} |
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} |
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#ifdef DIAG_DEVELOPER |
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DestroyDebugCollisionBox(); |
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#endif |
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} |
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void SetAnimations() |
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{ |
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if ( m_Projection.HasAnimation( ANIMATION_PLACING ) ) |
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{ |
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m_Projection.SetAnimationPhase( ANIMATION_PLACING, 0 ); |
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SetSelectionToRefresh( SELECTION_PLACING ); |
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if ( m_Projection.HasAnimation( ANIMATION_INVENTORY ) ) |
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{ |
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m_Projection.SetAnimationPhase( ANIMATION_INVENTORY, 1 ); |
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} |
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} |
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else |
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{ |
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UpdateSelections(); |
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SetSelectionToRefresh( SELECTION_INVENTORY ); |
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} |
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} |
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void UpdateSelections() |
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{ |
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string cfg_access = "CfgVehicles " + m_Projection.GetType() + " AnimationSources "; |
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if ( GetGame().ConfigIsExisting(cfg_access) ) |
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{ |
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int cfg_access_count = g_Game.ConfigGetChildrenCount(cfg_access); |
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for ( int i = 0; i < cfg_access_count; ++i ) |
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{ |
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string found_anim; |
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GetGame().ConfigGetChildName(cfg_access, i, found_anim); |
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float anim_phase = m_Parent.GetAnimationPhase(found_anim); |
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m_Projection.SetAnimationPhase(found_anim, anim_phase); |
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} |
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} |
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} |
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string ProjectionBasedOnParent() |
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{ |
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return GetProjectionName(m_Parent); |
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} |
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string GetProjectionName(ItemBase item) |
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{ |
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if (m_ProjectionTypename != "") |
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{ |
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return m_ProjectionTypename; |
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} |
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if (!item) |
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{ |
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return ""; |
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} |
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if (item.CanMakeGardenplot()) |
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{ |
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return "GardenPlotPlacing"; |
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} |
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if (item.IsInherited( TentBase ) || item.IsBasebuildingKit()) |
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{ |
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return item.GetType() + "Placing"; |
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} |
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return item.GetType(); |
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} |
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static bool DoesHaveProjection(ItemBase item) |
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{ |
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return item && (item.IsDeployable() || item.CanMakeGardenplot() || item.IsInherited(DeployableContainer_Base)); |
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} |
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void UpdateHologram(float timeslice) |
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{ |
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if (!m_Parent) |
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{ |
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m_Player.TogglePlacingLocal(); |
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return; |
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} |
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if (IsRestrictedFromAdvancedPlacing()) |
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{ |
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m_Player.TogglePlacingLocal(); |
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return; |
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} |
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if (!GetUpdatePosition()) |
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return; |
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#ifdef DIAG_DEVELOPER |
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DebugConfigValues(); |
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DestroyDebugCollisionBox(); |
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#endif |
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SetProjectionPosition(GetProjectionEntityPosition(m_Player)); |
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SetProjectionOrientation(AlignProjectionOnTerrain(timeslice)); |
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EvaluateCollision(); |
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RefreshTrigger(); |
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CheckPowerSource(); |
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RefreshVisual(); |
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m_Projection.OnHologramBeingPlaced(m_Player); |
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} |
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vector AlignProjectionOnTerrain( float timeslice ) |
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{ |
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vector y_p_r; |
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if ( m_AlignToTerrain ) |
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{ |
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vector projection_orientation_angles = GetDefaultOrientation() + GetProjectionRotation(); |
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vector mat0[3]; |
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vector mat1[3]; |
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vector mat2[3]; |
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vector projection_position = m_Projection.GetPosition(); |
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vector normal; |
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if ( m_ContactDir.Length() > 0 ) |
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{ |
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normal = m_ContactDir; |
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} |
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else |
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{ |
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normal = GetGame().SurfaceGetNormal( projection_position[0], projection_position[2] ); |
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} |
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vector angles = normal.VectorToAngles(); |
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angles[1] = angles[1] + 270; |
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angles[0] = Math.Clamp( angles[0], 0, 360 ); |
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angles[1] = Math.Clamp( angles[1], 0, 360 ); |
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angles[2] = Math.Clamp( angles[2], 0, 360 ); |
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projection_orientation_angles[0] = projection_orientation_angles[0] + ( 360 - angles[0] ); |
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Math3D.YawPitchRollMatrix( projection_orientation_angles, mat0 ); |
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Math3D.YawPitchRollMatrix( angles, mat1 ); |
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Math3D.MatrixMultiply3( mat1, mat0, mat2 ); |
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y_p_r = Math3D.MatrixToAngles( mat2 ); |
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} |
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else |
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{ |
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y_p_r = GetDefaultOrientation() + GetProjectionRotation(); |
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if ( y_p_r[0] > 180 ) |
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{ |
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y_p_r[0] = y_p_r[0] - 360; |
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} |
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if ( y_p_r[0] < -180 ) |
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{ |
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y_p_r[0] = y_p_r[0] + 360; |
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} |
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} |
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return SmoothProjectionMovement( y_p_r, timeslice ); |
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} |
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vector SmoothProjectionMovement( vector y_p_r, float timeslice ) |
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{ |
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if ( m_y_p_r_previous ) |
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{ |
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if ( Math.AbsFloat( y_p_r[0] - m_y_p_r_previous[0] ) > 100 ) |
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{ |
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if ( y_p_r[0] > 0 ) |
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{ |
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m_y_p_r_previous[0] = m_y_p_r_previous[0] + 360; |
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} |
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if ( y_p_r[0] < 0 ) |
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{ |
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m_y_p_r_previous[0] = m_y_p_r_previous[0] - 360; |
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} |
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} |
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y_p_r[0] = Math.Lerp( m_y_p_r_previous[0], y_p_r[0], 15 * timeslice ); |
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y_p_r[1] = Math.Lerp( m_y_p_r_previous[1], y_p_r[1], 15 * timeslice ); |
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y_p_r[2] = Math.Lerp( m_y_p_r_previous[2], y_p_r[2], 15 * timeslice ); |
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} |
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m_y_p_r_previous = y_p_r; |
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return y_p_r; |
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} |
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void CreateTrigger() |
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{ |
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Class.CastTo(m_ProjectionTrigger, g_Game.CreateObjectEx("ProjectionTrigger", GetProjectionPosition(), SPAWN_FLAGS)); |
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m_ProjectionTrigger.SetOrientation(GetProjectionOrientation()); |
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m_ProjectionTrigger.SetParentObject(this); |
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m_ProjectionTrigger.SetParentOwner(m_Player); |
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RefreshVisual(); |
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} |
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void RefreshTrigger() |
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{ |
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vector min_max[2]; |
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GetProjectionCollisionBox( min_max ); |
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m_ProjectionTrigger.SetPosition(GetProjectionPosition()); |
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m_ProjectionTrigger.SetOrientation(GetProjectionOrientation()); |
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m_ProjectionTrigger.SetExtents(min_max[0], min_max[1]); |
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} |
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#ifdef DIAG_DEVELOPER |
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void DebugText(string header, bool mustBeTrue = false, bool condition = true, string info = "") |
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{ |
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if ( DiagMenu.GetBool(DiagMenuIDs.MISC_HOLOGRAM) ) |
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{ |
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int color = 0xFFFFFFFF; |
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if (mustBeTrue && !condition || !mustBeTrue && condition) |
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color = COLOR_RED; |
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string text = header + condition + info; |
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DbgUI.ColoredText(color, text); |
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} |
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} |
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protected float m_PitchOverride; |
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protected float m_RollOverride; |
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void DebugConfigValues() |
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{ |
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if ( DiagMenu.GetBool(DiagMenuIDs.MISC_HOLOGRAM) ) |
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{ |
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m_PitchOverride = m_YawPitchRollLimit[1]; |
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m_RollOverride = m_YawPitchRollLimit[2]; |
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DbgUI.InputFloat("slopeTolerance override", m_SlopeTolerance); |
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DbgUI.SameLine(); |
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DbgUI.InputFloat("pitch limit override", m_PitchOverride); |
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DbgUI.SameLine(); |
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DbgUI.InputFloat("roll limit override", m_RollOverride); |
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m_YawPitchRollLimit[1] = m_PitchOverride; |
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m_YawPitchRollLimit[2] = m_RollOverride; |
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} |
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} |
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#endif |
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void EvaluateCollision(ItemBase action_item = null) |
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{ |
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#ifdef DIAG_DEVELOPER |
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m_CollisionDetails = ""; |
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#endif |
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if (!m_Player.CanPlaceItem(m_Projection)) |
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{ |
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#ifdef DIAG_DEVELOPER |
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m_CollisionDetails += "[Player]"; |
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#endif |
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SetIsColliding(true); |
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} |
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else if (IsFloating() || IsHidden() || IsCollidingBBox(action_item) || IsCollidingPlayer() || IsClippingRoof() || !IsBaseViable() || IsCollidingGPlot() || IsCollidingZeroPos() || IsCollidingAngle() || !IsPlacementPermitted() || !HeightPlacementCheck() || IsUnderwater() || IsInTerrain()) |
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{ |
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SetIsColliding(true); |
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} |
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else if ( m_Projection.IsInherited( TrapSpawnBase )) |
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{ |
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#ifdef DIAG_DEVELOPER |
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DebugText("Inherits from TrapSpawnBase, checking IsPlaceableAtposition", true); |
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#endif |
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TrapSpawnBase trapSpawnBase; |
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Class.CastTo(trapSpawnBase, m_Projection); |
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SetIsColliding(!trapSpawnBase.IsPlaceableAtPosition(m_Projection.GetPosition())); |
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} |
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else if (m_Projection.IsInherited(TrapBase)) |
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{ |
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#ifdef DIAG_DEVELOPER |
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DebugText("Inherits from TrapBase, checking IsPlaceableAtposition", true); |
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#endif |
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TrapBase trapBase; |
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Class.CastTo(trapBase, m_Projection); |
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SetIsColliding(!trapBase.IsPlaceableAtPosition(m_Projection.GetPosition())); |
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} |
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else |
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{ |
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SetIsColliding(false); |
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} |
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} |
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bool IsClippingRoof() |
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{ |
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if (CfgGameplayHandler.GetDisableIsClippingRoofCheck()) |
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return false; |
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if (GetGame().IsServer() && GetGame().IsMultiplayer()) |
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return false; |
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bool b1 = m_Projection.GetPosition()[1] > GetGame().GetCurrentCameraPosition()[1]; |
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bool b2 = false; |
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#ifdef DIAG_DEVELOPER |
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vector from, to; |
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#endif |
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if (m_Projection.DoPlacingHeightCheck()) |
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{ |
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b2 = MiscGameplayFunctions.IsUnderRoofEx(m_Projection, GameConstants.ROOF_CHECK_RAYCAST_DIST, ObjIntersectFire); |
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#ifdef DIAG_DEVELOPER |
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MiscGameplayFunctions.IsUnderRoofFromToCalculation(m_Projection, from, to); |
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DrawArrow(from, to, !b2); |
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#endif |
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} |
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#ifdef DIAG_DEVELOPER |
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DebugText("IsClippingRoof: ", false, b1, " | (projection height) " + m_Projection.GetPosition()[1] + " > (camera height) " + GetGame().GetCurrentCameraPosition()[1]); |
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DebugText("IsClippingRoof: ", false, b2, " | (DoPlacingHeightCheck) " + m_Projection.DoPlacingHeightCheck() + " && (IsUnderRoof) " + MiscGameplayFunctions.IsUnderRoof(m_Projection) + " | from: " + from[1] + " | to: " + to[1]); |
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#endif |
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return b1 || b2; |
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} |
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bool IsCollidingAngle() |
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{ |
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if (CfgGameplayHandler.GetDisableIsCollidingAngleCheck()) |
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return false; |
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vector projection_orientation = m_Projection.GetOrientation(); |
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bool isTrue = Math.AbsFloat( projection_orientation[1] ) > m_YawPitchRollLimit[1] || Math.AbsFloat( projection_orientation[2] ) > m_YawPitchRollLimit[2]; |
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#ifdef DIAG_DEVELOPER |
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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]); |
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#endif |
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return isTrue; |
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} |
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#ifdef DIAG_DEVELOPER |
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protected Shape m_CollisionBox; |
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protected void DrawDebugCollisionBox( vector min_max[2], int color ) |
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{ |
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vector mat[4]; |
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m_Projection.GetTransform( mat ); |
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m_CollisionBox = Debug.DrawBox( min_max[0], min_max[1], color ); |
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m_CollisionBox.SetMatrix( mat ); |
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} |
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protected void DestroyDebugCollisionBox() |
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{ |
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if ( m_CollisionBox ) |
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{ |
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m_CollisionBox.Destroy(); |
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m_CollisionBox = NULL; |
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} |
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} |
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#endif |
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bool IsCollidingBBox(ItemBase action_item = null) |
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{ |
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if (CfgGameplayHandler.GetDisableIsCollidingBBoxCheck()) |
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return false; |
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vector center; |
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vector relativeOffset; |
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vector absoluteOffset = "0 0.05 0"; |
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vector orientation = GetProjectionOrientation(); |
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vector edgeLength; |
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vector minMax[2]; |
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array<Object> excludedObjects = new array<Object>(); |
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array<Object> collidedObjects = new array<Object>(); |
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GetProjectionCollisionBox(minMax); |
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relativeOffset[1] = (minMax[1][1] - minMax[0][1]) * 0.5; |
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center = m_Projection.GetPosition() + relativeOffset + absoluteOffset; |
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edgeLength = GetCollisionBoxSize(minMax); |
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excludedObjects.Insert(m_Projection); |
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excludedObjects.Insert(m_Player); |
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if (action_item) |
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excludedObjects.Insert(action_item); |
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bool isTrue = GetGame().IsBoxCollidingGeometry(center, orientation, edgeLength, ObjIntersectFire, ObjIntersectGeom, excludedObjects, collidedObjects); |
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#ifdef DIAG_DEVELOPER |
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if ( DiagMenu.GetBool(DiagMenuIDs.MISC_HOLOGRAM) ) |
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{ |
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string text = ""; |
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foreach (Object object: collidedObjects) |
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text += " | " + Object.GetDebugName(object); |
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DebugText("IsCollidingBBox: ", false, isTrue, text); |
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int color = 0x01FFFFFF; |
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if (isTrue) |
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color = 0x33F22613; |
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DrawDebugCollisionBox(minMax, color); |
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} |
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#endif |
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return isTrue; |
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} |
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bool IsBaseViable() |
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{ |
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if (GetGame().IsServer() && GetGame().IsMultiplayer()) |
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return true; |
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if (CfgGameplayHandler.GetDisableIsBaseViableCheck()) |
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return true; |
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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; |
|
|
|
|
|
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; |
|
} |
|
|
|
|
|
bool IsBehindObstacle() |
|
{ |
|
ErrorEx("Deprecated check - do not use", ErrorExSeverity.WARNING); |
|
return false; |
|
} |
|
|
|
|
|
bool IsBaseStatic( Object objectToCheck ) |
|
{ |
|
|
|
|
|
#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; |
|
} |
|
|
|
|
|
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; |
|
} |
|
|
|
|
|
bool HeightPlacementCheck() |
|
{ |
|
if (CfgGameplayHandler.GetDisableHeightPlacementCheck()) |
|
return true; |
|
if ( GetProjectionEntity() ) |
|
{ |
|
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; |
|
|
|
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; |
|
} |
|
|
|
|
|
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 |
|
|
|
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); |
|
|
|
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 |
|
|
|
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() |
|
{ |
|
|
|
if (m_Player && m_Parent && m_Parent.HasEnergyManager() && m_Parent.GetCompEM().IsPlugged()) |
|
{ |
|
|
|
m_Parent.GetCompEM().UpdatePlugState(); |
|
|
|
|
|
if (GetGame().IsMultiplayer() && GetGame().IsClient()) |
|
{ |
|
if (!m_Parent.GetCompEM().IsPlugged()) |
|
m_Player.TogglePlacingLocal(); |
|
} |
|
} |
|
} |
|
|
|
EntityAI PlaceEntity( EntityAI entity_for_placing ) |
|
{ |
|
|
|
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; |
|
} |
|
|
|
|
|
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" ); |
|
|
|
|
|
} |
|
} |
|
|
|
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]; |
|
} |
|
|
|
|
|
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) |
|
{ |
|
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(); |
|
|
|
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; |
|
|
|
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; |
|
|
|
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; |
|
} |
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
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 |
|
|
|
|
|
if (playerToProjectionDistance <= minProjectionDistance) |
|
{ |
|
playerToProjection = contactPosition - startPosition; |
|
playerToProjection.Normalize(); |
|
|
|
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; |
|
} |
|
|
|
else if (playerToProjectionDistance >= maxProjectionDistance) |
|
{ |
|
playerToProjection = contactPosition - startPosition; |
|
playerToProjection.Normalize(); |
|
|
|
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) |
|
{ |
|
|
|
if (m_WatchtowerIgnoreComponentNames.Find(hitObject.GetActionComponentName(contactComponent, LOD.NAME_VIEW)) != -1 ) |
|
contactPos[1] = hitObject.GetActionComponentPosition(contactComponent, LOD.NAME_VIEW)[1]; |
|
|
|
return contactPos; |
|
} |
|
|
|
|
|
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; |
|
} |
|
} |
|
} |
|
|
|
|
|
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 ) |
|
{ |
|
|
|
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; |
|
} |
|
|
|
|
|
void SetSelectionToRefresh( string selection ) |
|
{ |
|
m_SelectionsToRefresh.Insert( selection ); |
|
} |
|
|
|
|
|
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); |
|
} |
|
} |
|
} |
|
|
|
|
|
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 ) |
|
{ |
|
|
|
if ( m_ParentObj ) |
|
{ |
|
m_ParentObj.SetIsCollidingPlayer( true ); |
|
m_TriggerUpdateMs = 50; |
|
} |
|
} |
|
|
|
override void OnLeave( Object obj ) |
|
{ |
|
|
|
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; |
|
} |
|
} |
|
|