selectionVectorDirAndUp: Difference between revisions
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Lou Montana (talk | contribs) m (Some wiki formatting) |
Lou Montana (talk | contribs) (Add muzzle finding example thanks to Leopard20) |
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|x1= <sqf>vehicle player selectionVectorDirAndUp ["drivewheel_axis", "FireGeometry"] params ["_axisVectorDir", "_axisVectorUp"];</sqf> | |x1= <sqf>vehicle player selectionVectorDirAndUp ["drivewheel_axis", "FireGeometry"] params ["_axisVectorDir", "_axisVectorUp"];</sqf> | ||
|x2= Get the player's barrel end ({{hl|_p1}} being muzzle end's ASL position):<sqf> | |||
onEachFrame { | |||
private _weapon = currentWeapon player; | |||
if (_weapon == "") exitWith {}; | |||
// update weapon info upon weapon switch | |||
if (_weapon != player getVariable ["last_weapon", "?"]) then | |||
{ | |||
private _cfg = configFile >> "CfgWeapons" >> _weapon; | |||
private _model = getText(_cfg >> "model"); | |||
private _simpleObject = createSimpleObject [_model, [0,0,0], true]; | |||
private _offset = _simpleObject selectionPosition [getText (_cfg >> "muzzlePos"), "memory"]; | |||
_offset = _offset apply { [_x] }; | |||
deleteVehicle _simpleObject; | |||
player setVariable ["offset", _offset]; | |||
player setVariable ["last_weapon", _weapon]; | |||
player setVariable ["proxy", | |||
[ | |||
"proxy:\a3\characters_f\proxies\pistol.001", | |||
"proxy:\a3\characters_f\proxies\weapon.001", | |||
"proxy:\a3\characters_f\proxies\launcher.001", | |||
"proxy:\a3\characters_f\proxies\binoculars.001" | |||
] select (([1, 4, 4096] find getNumber (_cfg >> "type")) + 1) | |||
]; | |||
}; | |||
_offset = player getVariable ["offset", []]; | |||
private _proxy = player getVariable ["proxy", ""]; | |||
// using LOD resolution 1 (and lod index 0) - this is not always reliable | |||
// you should manually check allLODs and find the most suitable LOD (smallest res LOD usually has the best accuracy, but it might be slow too) | |||
player selectionVectorDirAndUp [_proxy, 1] params ["_vy", "_vz"]; | |||
private _pos = selectionPosition [player, _proxy, 0]; | |||
private _vx = _vy vectorCrossProduct _vz; | |||
_mat = matrixTranspose [_vx, _vy, _vz]; | |||
_pos = _pos vectorAdd flatten(_mat matrixMultiply _offset); | |||
private _p1 = player modelToWorldVisualWorld _pos; | |||
private _p2 = _p1 vectorAdd (player vectorModelToWorldVisual (_vx vectorMultiply -1000)); | |||
drawLine3D [ASLtoAGL _p1, ASLtoAGL _p2, [1,0,0,1]]; | |||
}; | |||
</sqf> | |||
|seealso= [[selectionPosition]] [[selectionNames]] [[allLODs]] | |seealso= [[selectionPosition]] [[selectionNames]] [[allLODs]] | ||
}} | }} |
Revision as of 11:09, 10 April 2023
Description
- Description:
- Searches for selection in the object model's LOD level, and returns the Direction and Up vectors in model space.
- Groups:
- Object Manipulation
Syntax
- Syntax:
- object selectionVectorDirAndUp [selectionName, LOD]
- Parameters:
- object: Object
- selectionName: String - selection name (see selectionNames)
- LOD: String or Number - the LOD that contains the selection:
- String - can be one of:
- "Memory"
- "Geometry"
- "FireGeometry"
- "LandContact"
- "HitPoints"
- "ViewGeometry"
- Number - command searches for a LOD with the similar resolution (see allLODs).
- String - can be one of:
- Return Value:
- Array - in format [vectorDir, vectorUp], where the vectors are in model space
Examples
- Example 1:
- Example 2:
- Get the player's barrel end (_p1 being muzzle end's ASL position):onEachFrame { private _weapon = currentWeapon player; if (_weapon == "") exitWith {}; // update weapon info upon weapon switch if (_weapon != player getVariable ["last_weapon", "?"]) then { private _cfg = configFile >> "CfgWeapons" >> _weapon; private _model = getText(_cfg >> "model"); private _simpleObject = createSimpleObject [_model, [0,0,0], true]; private _offset = _simpleObject selectionPosition [getText (_cfg >> "muzzlePos"), "memory"]; _offset = _offset apply { [_x] }; deleteVehicle _simpleObject; player setVariable ["offset", _offset]; player setVariable ["last_weapon", _weapon]; player setVariable ["proxy", [ "proxy:\a3\characters_f\proxies\pistol.001", "proxy:\a3\characters_f\proxies\weapon.001", "proxy:\a3\characters_f\proxies\launcher.001", "proxy:\a3\characters_f\proxies\binoculars.001" ] select (([1, 4, 4096] find getNumber (_cfg >> "type")) + 1) ]; }; _offset = player getVariable ["offset", []]; private _proxy = player getVariable ["proxy", ""]; // using LOD resolution 1 (and lod index 0) - this is not always reliable // you should manually check allLODs and find the most suitable LOD (smallest res LOD usually has the best accuracy, but it might be slow too) player selectionVectorDirAndUp [_proxy, 1] params ["_vy", "_vz"]; private _pos = selectionPosition [player, _proxy, 0]; private _vx = _vy vectorCrossProduct _vz; _mat = matrixTranspose [_vx, _vy, _vz]; _pos = _pos vectorAdd flatten(_mat matrixMultiply _offset); private _p1 = player modelToWorldVisualWorld _pos; private _p2 = _p1 vectorAdd (player vectorModelToWorldVisual (_vx vectorMultiply -1000)); drawLine3D [ASLtoAGL _p1, ASLtoAGL _p2, [1,0,0,1]]; };
Additional Information
- See also:
- selectionPosition selectionNames allLODs
Notes
-
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