Updated vanilla Collision system

Vanilla development commit:

0a1db17343
This commit is contained in:
ebaydayz
2016-07-30 10:34:25 -04:00
parent 811327de58
commit 657830291b
4 changed files with 131 additions and 20 deletions

View File

@@ -0,0 +1,108 @@
#include "\z\addons\dayz_code\util\Vector.hpp"
_project =
{
private ["_verts","_axis","_min","_max"];
local _verts = +(_this select 0);
local _axis = _this select 1;
{ _verts set [_foreachIndex, Vector_DotProduct_Fast(_axis, _x)] } foreach _verts;
local _min = _verts select 0;
local _max = _min;
{
if (_x < _min) then
{ _min = _x };
if (_x > _max) then
{ _max = _x };
}
foreach _verts;
[_min, _max]
};
_notOverlap =
{
#define AMIN (_this select 0 select 0)
#define AMAX (_this select 0 select 1)
#define BMIN (_this select 1 select 0)
#define BMAX (_this select 1 select 1)
AMAX < BMIN || AMIN > BMAX
};
_boundingBoxVertices =
{
private ["_min","_max","_verts","_v"];
local _min = _this select 0;
local _max = _this select 1;
local _verts = [_min, _max];
_verts resize 8;
local _v = +_min;
_v set [0, _max select 0];
_verts set [2, +_v];
_v set [1, _max select 1];
_verts set [3, +_v];
_v = +_min;
_v set [1, _max select 1];
_verts set [4, +_v];
_v set [2, _max select 2];
_verts set [5, +_v];
_v = +_min;
_v set [0, _max select 0];
_verts set [6, +_v];
_v set [2, _max select 2];
_verts set [7, _v];
_verts
};
_modelToWorld =
{
private ["_object","_verts"];
local _object = _this select 0;
local _verts = _this select 1;
{ _verts set [_foreachIndex, _object modelToWorld _x] } foreach _verts;
_verts
};
_getAxes =
{
private ["_dir","_up","_side"];
local _dir = vectorDir _this;
local _up = vectorUp _this;
local _side = Vector_Rotate3D_Fast(_dir, _up, 90);
[_dir, _side, _up]
};
_collision =
{
private ["_abb","_bbb","_averts","_bverts","_axes","_result"];
local _abb = boundingBox (_this select 0);
local _bbb = boundingBox (_this select 1);
local _averts = [_this select 0, _abb call _boundingBoxVertices] call _modelToWorld;
local _bverts = [_this select 1, _bbb call _boundingBoxVertices] call _modelToWorld;
local _axes = (_this select 0 call _getAxes) + (_this select 1 call _getAxes);
local _result = true;
{
if ([[_averts, _x] call _project, [_bverts, _x] call _project] call _notOverlap) exitWith
{ _result = false };
}
foreach _axes;
_result
};
_this call _collision;

View File

@@ -163,9 +163,8 @@ _insideCheck = {
_building = _this select 0;
_unit = _this select 1;
if ((typeOf _building != "") and {(
(sizeOf (typeOf _building) < 8) or {(_unit distance _building > (sizeOf (typeOf _building) + sizeOf (typeOf _unit))/2)}
)}) exitwith {false};
if ((typeOf _building != "") and {((sizeOf (typeOf _building) < 8) or {(_unit distance _building > (sizeOf (typeOf _building) + sizeOf (typeOf _unit))/2)})}) exitwith {false};
_bbb = boundingBox _building;
_ubb = boundingBox _unit;
@@ -201,25 +200,26 @@ _checkBuildingCollision = {
if (count _ownerID > 0) then { _ownerID = _ownerID select 0; } else { _ownerID = (getPlayerUID player); };
//and (!(_x isKindOf "DZ_buildables")) Not used
if (_object in ["WoodenFence_ghost","MetalFence_ghost","WoodenGate_ghost","MetalGate_ghost"]) then {};
if(_ownerID != (getPlayerUID player)) then {
if ((!isNull _x) and (!(_x == player)) and (!(_x == _object)) and (!(_x IN DayZ_SafeObjects))
and (!((typeOf _x == "CamoNet_DZ") or {(_x isKindOf "Land_CamoNet_EAST")}))) then {
if ((!isNull _x) and (!(_x == player)) and (!(_x == _object)) ) then {
if ((_x isKindOf "Building") or (_x isKindOf "AllVehicles")) then {
_inside = [_x, _object] call _insideCheck;
//_inside = [_object, _x] call _insideCheck;
_inside = [_object, _x] call fn_collisions;
/*
if (!_inside) then {
_inside = [_object, _x] call _insideCheck;
//_inside = [_x, _object] call _insideCheck;
_inside = [_x, _object] call fn_collisions;
};
*/
};
};
};
if (_inside) exitWith { _objColliding = _x; };
} forEach (nearestObjects [_object, ["Building", "Air", "LandVehicle", "Ship", "DZ_buildables"], 35]);
(!isNull _objColliding)
(!isNull _objColliding)
// _objColliding contains the building that collides with the ghost object
};
@@ -385,7 +385,7 @@ while {r_action_count != 0 and Dayz_constructionContext select 4} do {
};
};
};
uiSleep 0.03;
uiSleep 0.01;
};
if (!_actionBuildHidden) then { // player can't build until all is fine

View File

@@ -64,6 +64,9 @@ if (!isDedicated) then {
object_monitorGear = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\object_monitorGear.sqf";
object_dismantle = compile preprocessFileLineNumbers "\z\addons\dayz_code\actions\object_dismantle.sqf";
//Collisions
fn_collisions = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\fn_collisions.sqf";
//Zombies
zombie_findTargetAgent = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\zombie_findTargetAgent.sqf";
player_zombieSwarmAttack = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\player_zombieSwarmAttack.sqf";

View File

@@ -82,6 +82,6 @@ Author: Foxy
//Rotates the vector around the specified axis by the specified angle in degrees, in three dimensions.
#define Vector_Rotate3D(v, u, deg) ([v, u, deg] call dz_fn_vector_rotate3d)
#define Vector_Rotate3D_Fast(v, u, deg) [((v)select0)*(((u)select0)^2*(1-cos(deg))+cos(deg))+((v)select1)*(((u)select0)*((u)select1)*(1-cos(deg))-((u)select2)*sin(deg))+((v)select2)*(((u)select0)*((u)select2)*(1-cos(deg))+((u)select1)*sin(deg)),((v)select0)*(((u)select1)*((u)select0)*(1-cos(deg))+((u)select2)*sin(deg))+((v)select1)*(((u)select1)^2*(1-cos(deg))+cos(deg))+((v)select2)*(((u)select1)*((u)select2)*(1-cos(deg))-((u)select0)*sin(deg)),((v)select0)*(((u)select2)*((u)select0)*(1-cos(deg))-((u)select1)*sin(deg))+((v)select1)*(((u)select2)*((u)select1)*(1-cos(deg))+((u)select0)*sin(deg))+((v)select2)*(((u)select2)^2*(1-cos(deg))+cos(deg))]
#define Vector_Rotate3D_Fast(v, u, deg) [Vector_X(v) * (Vector_X(u)^2 * (1 - cos(deg)) + cos(deg)) + Vector_Y(v) * (Vector_X(u) * Vector_Y(u) * (1 - cos(deg)) - Vector_Z(u) * sin(deg)) + Vector_Z(v) * (Vector_X(u) * Vector_Z(u) * (1 - cos(deg)) + Vector_Y(u) * sin(deg)), Vector_X(v) * (Vector_Y(u) * Vector_X(u) * (1 - cos(deg)) + Vector_Z(u) * sin(deg)) + Vector_Y(v) * (Vector_Y(u)^2 * (1 - cos(deg)) + cos(deg)) + Vector_Z(v) * (Vector_Y(u) * Vector_Z(u) * (1 - cos(deg)) - Vector_X(u) * sin(deg)), Vector_X(v) * (Vector_Z(u) * Vector_X(u) * (1 - cos(deg)) - Vector_Y(u) * sin(deg)) + Vector_Y(v) * (Vector_Z(u) * Vector_Y(u) * (1 - cos(deg)) + Vector_X(u) * sin(deg)) + Vector_Z(v) * (Vector_Z(u)^2 * (1 - cos(deg)) + cos(deg))]
#endif