Update snapping to fix certain reported bugs

Made by @Victor-the-Cleaner and thanks to @DeandlDernai for reporting
This commit is contained in:
A Man
2022-06-12 18:43:17 +02:00
parent 95f3655075
commit e88677f6ae
3 changed files with 28 additions and 25 deletions

View File

@@ -580,14 +580,13 @@ if (_canBuild) then {
local _detach = {
detach _objectHelper; // release object
DZE_memDir = getDir _objectHelper; // get current Z rotation
if (DZE_memLeftRight == 0) then { // if object is not banked (left/right)
local _absMem = abs DZE_memForBack;
if ((_absMem >= 90) && (_absMem < 270)) then { // but is pitched upside down (forward/back)
if (_absMem >= 90 && {_absMem < 270}) then { // but is pitched upside down (forward/back)
DZE_memDir = DZE_memDir + 180; // prevent flipping around X axis
};
} else { // if object is banked (left/right)
@@ -616,9 +615,9 @@ if (_canBuild) then {
///////////////////////////////////////////////////////////////////////////////////////////
local _update = {
DZE_memForBack = DZE_memForBack % 360; // clamp rotation angles
DZE_memLeftRight = DZE_memLeftRight % 360;
DZE_memDir = DZE_memDir % 360;
DZE_memForBack = (DZE_memForBack + 360) % 360; // clamp rotation angles
DZE_memLeftRight = (DZE_memLeftRight + 360) % 360;
DZE_memDir = (DZE_memDir + 360) % 360;
[_objectHelper, [DZE_memForBack, DZE_memLeftRight, DZE_memDir]] call fnc_SetPitchBankYaw;
@@ -985,7 +984,7 @@ if (_canBuild) then {
local _bz = abs (_b0 select 2) + abs (_b1 select 2);
local _diag = sqrt (_bx^2 + _by^2 + _bz^2); // get diagonal of boundingBox
DZE_snapRadius = _diag * 0.5 + 9; // 9 is half the largest bounding box diagonal (rounded up) of the largest snappable objects in the game; currently the Land_WarfareBarrier10xTall_DZ and the MetalContainer2D_DZ.
DZE_snapRadius = ceil ((_diag * 0.5) + (DZE_maxSnapObjectDiag * 0.5)); // snap radius is the sum of half the bounding box diagonals of both the current object and the largest object in the game; currently the Land_WarfareBarrier10xTall_DZ
_refreshDist = DZE_snapRadius * 0.5; // distance object moves before the snap auto-refresh triggers
};
@@ -1595,7 +1594,6 @@ if (_canBuild) then {
_builtObject spawn player_fireMonitor;
} else {
_builtObject setVariable ["ownerPUID", dayz_playerUID, true];
if (_isPole) then {
_friendsArr = [[dayz_playerUID, toArray (name player)]];

View File

@@ -29,7 +29,7 @@ fnc_snapActionCleanup = {
player removeAction s_player_toggleSnapSelect;
s_player_toggleSnapSelect = -1;
{player removeAction _x;} count s_player_toggleSnapSelectPoint;
{player removeAction _x;} forEach s_player_toggleSnapSelectPoint;
s_player_toggleSnapSelectPoint = [];
snapActions = -1;
@@ -71,40 +71,44 @@ fnc_initSnapPoints = {
_x resize 3; // remove text element
_objectSnapGizmo attachTo [_object, _x];
snapGizmos set [count snapGizmos, _objectSnapGizmo];
} count _points;
} forEach _points;
};
fnc_initSnapPointsNearby = {
local _object = _this select 0;
local _findObjects = nearestObjects [_object, [], DZE_snapRadius] - [_object];
{deleteVehicle _x;} count snapGizmosNearby; // clean up previous radius
{deleteVehicle _x;} forEach snapGizmosNearby; // clean up previous radius
snapGizmosNearby = [];
{
local _nearbyObject = _x;
local _typeOf = typeOf _x;
local _typeOf = typeOf _nearbyObject;
local _pointsNearby = getArray (configFile >> "SnapBuilding" >> _typeOf >> "points");
local _displayName = getText (configFile >> "CfgVehicles" >> _typeOf >> "displayName");
{
local _objectSnapGizmo = DZE_SNAP_HELPER_CLASS createVehicleLocal [0,0,0];
_objectSnapGizmo setObjectTexture DZE_SNAP_POINT_RESET; // green
_objectSnapGizmo setDir (_nearbyObject getVariable["memDir",0]);
_objectSnapGizmo setVariable ["snappoint", [_displayName, _x select 3], false]; // store object and snapping point display names
_x resize 3; // remove text element
_objectSnapGizmo attachTo [_nearbyObject, _x];
if (count _pointsNearby > 0) then {
local _memDir = _nearbyObject getVariable ["memDir",0];
{
local _objectSnapGizmo = DZE_SNAP_HELPER_CLASS createVehicleLocal [0,0,0];
_objectSnapGizmo setObjectTexture DZE_SNAP_POINT_RESET; // green
_objectSnapGizmo setPosATL (getPosATL _nearbyObject);
_objectSnapGizmo setVariable ["snappoint", [_displayName, _x select 3, _memDir], false]; // store object display name, snapping point text, and direction
snapGizmosNearby set [count snapGizmosNearby, _objectSnapGizmo]; // rebuild helper list
} count _pointsNearby;
_x resize 3; // remove text element
_objectSnapGizmo attachTo [_nearbyObject, _x];
snapGizmosNearby set [count snapGizmosNearby, _objectSnapGizmo]; // rebuild helper list
} forEach _pointsNearby;
};
} forEach _findObjects;
};
fnc_initSnapPointsCleanup = {
{deleteVehicle _x;} count snapGizmos;
{deleteVehicle _x;} forEach snapGizmos;
snapGizmos = [];
{deleteVehicle _x;} count snapGizmosNearby;
{deleteVehicle _x;} forEach snapGizmosNearby;
snapGizmosNearby = [];
snapActionState = localize "STR_EPOCH_ACTION_SNAP_OFF";
@@ -123,7 +127,7 @@ fnc_snapDistanceCheck = {
_snapObject = {
_objectHelper setPosASL (getPosASL _closestNearCurr); // snap object
DZE_memDir = getDir _closestNearCurr;
DZE_memDir = (_closestNearCurr getVariable ["snappoint", ["","",0]]) select 2;
[_objectHelper, [DZE_memForBack, DZE_memLeftRight, DZE_memDir]] call fnc_SetPitchBankYaw;
waitUntil {uiSleep 0.1; !helperDetach};
@@ -227,7 +231,7 @@ fnc_snapDistanceCheck = {
_closestHeldCurr = _x; // update current
_closestNearCurr = _nearCurr; // paired points
};
} count snapGizmos;
} forEach snapGizmos;
} forEach snapGizmosNearby;
if ((isNull _closestHeldCurr) || {_closestHeldCurr != _closestHeldPrev}) then {

View File

@@ -321,12 +321,13 @@ if (!isDedicated) then {
DZE_WaterSources = ["Land_pumpa","Land_Barrel_water","Land_Misc_Well_C_EP1","Land_Misc_Well_L_EP1","land_smd_water_pump","Watertank_DZE","Watertower_DZE","Land_water_tank","MAP_water_tank"];
// Helper Colors Require Reformatting
DZE_maxSnapObjectDiag = 18; // Internal diagonal distance of the largest buildable & snappable object in the game, currently the Land_WarfareBarrier10xTall_DZ. DO NOT MODIFY THIS!
DZE_helperSize = [[3,"Sign_sphere100cm_EP1"],[2,"Sign_sphere25cm_EP1"],[1,"Sign_sphere10cm_EP1"]]; // array of helper sizes and corresponding class. Keep in reverse order for optimized lookup
DZE_helperSizeDefault = 3; // default to large sphere
DZE_NoRefundTransparency = 0.5; // Red Basebuilding Helper Transparency. min = 0.1, max = 1
DZE_removeTransparency = 0.5; // Green Basebuilding Helper Transparency. min = 0.1, max = 1
DZE_deconstructTransparency = 0.5; // Blue Basebuilding Helper Transparency. min = 0.1, max = 1
DZE_largeObjects = ["MetalContainer2D_DZ","MetalContainer1G_DZ","MetalContainer1B_DZ","MetalContainer1A_DZ","DragonTeeth_DZ","DragonTeethBig_DZ","MetalFloor4x_DZ","Land_metal_floor_2x2_wreck","WoodFloor4x_DZ","Land_wood_floor_2x2_wreck","Scaffolding_DZ","CinderGateFrame_DZ","CinderGate_DZ","CinderGateLocked_DZ","WoodGateFrame_DZ","Land_DZE_WoodGate","Land_DZE_WoodGateLocked","WoodRamp_DZ","Metal_Drawbridge_DZ","Metal_DrawbridgeLocked_DZ","Land_WarfareBarrier10x_DZ","Land_WarfareBarrier10xTall_DZ","SandNestLarge_DZ"]; // adjust _allowedDistance in fn_selfActions.sqf for large modular/crafted objects
DZE_largeObjects = ["Watertower_DZE","DeerStand_DZ","MetalContainer2D_DZ","MetalContainer1G_DZ","MetalContainer1B_DZ","MetalContainer1A_DZ","DragonTeeth_DZ","DragonTeethBig_DZ","MetalFloor4x_DZ","Land_metal_floor_2x2_wreck","WoodFloor4x_DZ","Land_wood_floor_2x2_wreck","Scaffolding_DZ","CinderGateFrame_DZ","CinderGate_DZ","CinderGateLocked_DZ","WoodGateFrame_DZ","Land_DZE_WoodGate","Land_DZE_WoodGateLocked","WoodRamp_DZ","Metal_Drawbridge_DZ","Metal_DrawbridgeLocked_DZ","Land_WarfareBarrier10x_DZ","Land_WarfareBarrier10xTall_DZ","SandNestLarge_DZ"]; // adjust _allowedDistance in fn_selfActions.sqf for large modular/crafted objects
DZE_NoRefundTexture = [0, format["#(argb,8,8,3)color(1.00,0.00,0.00,%1,ca)", (DZE_NoRefundTransparency max 0.1)] ]; // red
DZE_removeTexture = [0, format["#(argb,8,8,3)color(0.15,1.00,0.40,%1,ca)", (DZE_removeTransparency max 0.1)] ]; // green