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633
cl_radar - sphere test.lua
Normal file
633
cl_radar - sphere test.lua
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@@ -0,0 +1,633 @@
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--[[------------------------------------------------------------------------
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Wraith Radar System - v1.0.3
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Created by WolfKnight
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------------------------------------------------------------------------]]--
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--[[------------------------------------------------------------------------
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Resource Rename Fix
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------------------------------------------------------------------------]]--
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Citizen.CreateThread( function()
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-- Wait for a short period of time to give the resource time to load
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Citizen.Wait( 5000 )
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-- Get the name of the resource, for example the default name is 'wk_wrs'
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local resourceName = GetCurrentResourceName()
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-- Send a message through the NUI system to the JavaScript file to
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-- give the name of the resource
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SendNUIMessage( { resourcename = resourceName } )
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end )
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--[[------------------------------------------------------------------------
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Radar variables
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------------------------------------------------------------------------]]--
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RADAR.vars =
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{
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-- Player's vehicle speed
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patrolSpeed = 0,
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-- The speed type
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speedType = "mph",
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-- Table to store entity IDs of captured vehicles
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capturedVehicles = {},
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captureOffsets = {},
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-- Antennas
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antennas = {
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front = {
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},
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back = {
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}
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}
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}
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--[[------------------------------------------------------------------------
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Radar setters and getters
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------------------------------------------------------------------------]]--
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function RADAR:SetPatrolSpeed( speed )
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if ( type( speed ) == "number" ) then
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self.vars.patrolSpeed = speed
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end
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end
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function RADAR:GetPatrolSpeed()
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return self.vars.patrolSpeed
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end
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--[[------------------------------------------------------------------------
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Radar functions
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------------------------------------------------------------------------]]--
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function RADAR:GetVehSpeed( veh )
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if ( self.vars.speedType == "mph" ) then
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return GetEntitySpeed( veh ) * 2.236936
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else
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return GetEntitySpeed( veh ) * 3.6
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end
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end
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function RADAR:ResetCapturedVehicles()
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self.vars.capturedVehicles = {}
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end
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local entityEnumerator = {
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__gc = function(enum)
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if enum.destructor and enum.handle then
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enum.destructor(enum.handle)
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end
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enum.destructor = nil
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enum.handle = nil
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end
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}
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local function EnumerateEntities(initFunc, moveFunc, disposeFunc)
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return coroutine.wrap(function()
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local iter, id = initFunc()
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if not id or id == 0 then
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disposeFunc(iter)
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return
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end
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local enum = {handle = iter, destructor = disposeFunc}
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setmetatable(enum, entityEnumerator)
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local next = true
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repeat
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coroutine.yield(id)
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next, id = moveFunc(iter)
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until not next
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enum.destructor, enum.handle = nil, nil
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disposeFunc(iter)
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end)
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end
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function EnumeratePeds()
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return EnumerateEntities(FindFirstPed, FindNextPed, EndFindPed)
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end
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function EnumerateVehicles()
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return EnumerateEntities(FindFirstVehicle, FindNextVehicle, EndFindVehicle)
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end
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local traces =
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{
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{ startVec = { x = 0.0, y = 5.0 }, endVec = { x = 0.0, y = 150.0 } },
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-- "Forward cone"
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{ startVec = { x = -5.0, y = 15.0 }, endVec = { x = -5.0, y = 150.0 } },
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{ startVec = { x = 5.0, y = 15.0 }, endVec = { x = 5.0, y = 150.0 } },
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{ startVec = { x = -10.0, y = 25.0 }, endVec = { x = -10.0, y = 150.0 } },
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{ startVec = { x = 10.0, y = 25.0 }, endVec = { x = 10.0, y = 150.0 } },
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{ startVec = { x = -15.0, y = 35.0 }, endVec = { x = -15.0, y = 150.0 } },
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{ startVec = { x = 15.0, y = 35.0 }, endVec = { x = 15.0, y = 150.0 } },
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-- "Rear cone"
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--[[{ startVec = { x = -2.5, y = 135.0 }, endVec = { x = -2.5, y = 15.0 } },
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{ startVec = { x = 2.5, y = 135.0 }, endVec = { x = 2.5, y = 15.0 } },
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{ startVec = { x = -7.5, y = 125.0 }, endVec = { x = -7.5, y = 25.0 } },
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{ startVec = { x = 7.5, y = 125.0 }, endVec = { x = 7.5, y = 25.0 } },
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{ startVec = { x = -12.5, y = 115.0 }, endVec = { x = -12.5, y = 35.0 } },
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{ startVec = { x = 12.5, y = 115.0 }, endVec = { x = 12.5, y = 35.0 } }]]
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}
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function RADAR:RayTraceFromVeh( playerVeh )
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local playerVehPos = GetEntityCoords( playerVeh, true )
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local forwardVector = GetEntityForwardVector( playerVeh )
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-- Vector3 source = playerVehPos + forwardVector * Start.Y (15.0) + Game.Player.Character.CurrentVehicle.RightVector * Start.X (-5.0)
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--local rayStart1 = playerVehPos + ( forwardVector * vector3( -5.0, 15.0, 0.0 ) ) + GetEntityRotation( playerVeh, false )
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--local rayEnd1 = playerVehPos + ( forwardVector * vector3( -5.0, 300.0, 0.0 ) ) + GetEntityRotation( playerVeh, false )
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local offset = GetOffsetFromEntityInWorldCoords( playerVeh, 0.0, 60.0, 0.0 )
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-- for veh in EnumerateVehicles() do
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-- local pos = GetEntityCoords( veh, true )
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-- local dist = GetDistanceBetweenCoords( pos.x, pos.y, pos.z, offset.x, offset.y, offset.z, true )
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-- UTIL:DrawDebugText( 0.50, 0.50, 0.60, true, "Dist: " .. tostring( dist ), 255, 255, 255, 255 )
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-- end
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for k, v in pairs( traces ) do
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local rayStart1 = GetOffsetFromEntityInWorldCoords( playerVeh, v.startVec.x, v.startVec.y, 0.0 )
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local rayEnd1 = GetOffsetFromEntityInWorldCoords( playerVeh, v.endVec.x, v.endVec.y, 0.0 )
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DrawLine( rayStart1.x, rayStart1.y, rayStart1.z, rayEnd1.x, rayEnd1.y, rayEnd1.z, 255, 255, 255, 255 )
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local rayHandle = StartShapeTestCapsule( rayStart1.x, rayStart1.y, rayStart1.z, rayEnd1.x, rayEnd1.y, rayEnd1.z, 20.0, 10, playerVeh )
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local _, hitEntity, endCoords, surfaceNormal, vehicle = GetShapeTestResult( rayHandle )
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-- SetEntityAsMissionEntity( vehicle )
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UTIL:DrawDebugText( 0.50, ( k * 0.040 ) + 0.6, 0.60, true, "Found entity: " .. tostring( vehicle ), 255, 255, 255, 255 )
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local hitEntPos = GetEntityCoords( vehicle, true )
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DrawMarker( 28, hitEntPos.x, hitEntPos.y, hitEntPos.z + 6, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 2.0, 2.0, 0.5, 0, 250, 0, 200, false, true, 2, false, false, false, false )
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end
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end
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function RADAR:DoesLineIntersectSphere( centre, radiusSqr, rayStart, rayEnd )
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-- First we get the normalised ray, this way we then know the direction the ray is going
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local rayNorm = norm( rayEnd - rayStart )
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-- Then we calculate the ray to the centre position of the sphere
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local rayToCentre = vehPos - startPoint
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-- Now that we have the ray to the centre of the sphere, and the normalised ray direction, we
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-- can calculate the shortest point from the centre of the sphere onto the ray itself. This
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-- would then give us the opposite side of the right angled triangle. All of the resulting
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-- values are also in squared form, as performing sqrt functions is slower.
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local tProj = dot( rayToCentre, rayNorm )
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local oppLenSqr = dot( rayToCentre, rayToCentre ) - ( tProj * tProj )
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-- Now all we have to do is compare the squared opposite length and the radius squared, this
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-- will then tell us if the ray intersects with the sphere.
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if ( oppLenSqr < radiusSqr ) then
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return true
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end
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return false
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end
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--[[------------------------------------------------------------------------
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Test time
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------------------------------------------------------------------------]]--
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function GetBoundingBox( ent )
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local mdl = GetEntityModel( ent )
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local min, max = GetModelDimensions( mdl )
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-- local radius = 5.0
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-- min = min + -radius
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-- max = max + radius
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local points = {
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vector3( min.x, min.y, min.z ), -- Bottom back left
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vector3( max.x, min.y, min.z ), -- Bottom back right
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vector3( min.x, max.y, min.z ), -- Bottom front left
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vector3( max.x, max.y, min.z ), -- Bottom front right
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vector3( min.x, min.y, max.z ), -- Top back left
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vector3( max.x, min.y, max.z ), -- Top back right
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vector3( min.x, max.y, max.z ), -- Top front left
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vector3( max.x, max.y, max.z ) -- Top front right
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}
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return points
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end
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function GetDrawableFromBoundingBox( box )
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local points = {
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{ box[1], box[3] },
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{ box[3], box[4] },
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{ box[4], box[2] },
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{ box[2], box[1] },
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{ box[1], box[5] },
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{ box[3], box[7] },
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{ box[4], box[8] },
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{ box[2], box[6] },
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{ box[5], box[7] },
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{ box[7], box[8] },
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{ box[8], box[6] },
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{ box[6], box[5] }
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}
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return points
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end
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function DrawBoundingBox( ent, box )
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for _, v in pairs( box ) do
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local a = GetOffsetFromEntityInWorldCoords( ent, v[1] )
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local b = GetOffsetFromEntityInWorldCoords( ent, v[2] )
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DrawLine( a.x, a.y, a.z, b.x, b.y, b.z, 255, 255, 255, 255 )
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end
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end
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function GetAllVehicleEnts()
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local ents = {}
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for v in EnumerateVehicles() do
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table.insert( ents, v )
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end
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return ents
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end
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function CustomShapeTest( startPos, endPos, entToIgnore )
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local flags = 1 | 2 | 4 | 16 | 256
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local trace = StartShapeTestRay( startPos, endPos, flags, entToIgnore, 7 )
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local _, didHit, hitPos, _, hitEnt = GetShapeTestResult( trace )
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UTIL:DrawDebugText( 0.500, 0.850, 0.55, true, "Hit?: " .. tostring( didHit ) .. "\nHit pos: " .. tostring( hitPos ) .. "\nHit ent: " .. tostring( hitEnt ) )
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if ( hitPos ) then
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DrawMarker( 28, hitPos.x, hitPos.y, hitPos.z + 5.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 1.0, 1.0, 0.25, 0, 250, 120, 200, false, true, 2, false, false, false, false )
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end
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end
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function values(xs)
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local i = 0
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return function()
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i = i + 1;
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return xs[i]
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end
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end
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function map(xs, fn)
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local t = {}
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for i,v in ipairs(xs) do
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local r = fn(v, i, xs)
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table.insert(t, r)
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end
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return t
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end
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function filter(xs, fn)
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local t = {}
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for i,v in ipairs(xs) do
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if fn(v, i, xs) then
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table.insert(t, v)
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end
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end
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return t
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end
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function DoesLineIntersectAABB( p1, p2, min, max )
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-- I know this probably isn't the best way to check if a line with a 'radius' intersects with
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-- a bounding box, but it's a lot less resource intensive so...
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--local min = min + -3.0
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--local max = max + 3.0
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-- This checks to make sure the origin of the line doesn't start inside the box
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-- Also known as "IsPointInsideAABB"
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if ( ( p1.x > min.x and p1.x < max.x and p1.y > min.y and p1.y < max.y and p1.z > min.z and p1.z < max.z ) or
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( p2.x > min.x and p2.x < max.x and p2.y > min.y and p2.y < max.y and p2.z > min.z and p2.z < max.z ) ) then
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return true
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end
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-- This checks to make sure the line itself is not even near the box
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for a in values( { 'x', 'y', 'z' } ) do
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-- The first half of this statement checks to see if the axis origin and end line points
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-- are less than the minimum of the bounding box, the second half checks the start and
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-- end line points are beyond the maximum of the bounding box
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if ( ( p1[a] < min[a] and p2[a] < min[a] ) or ( p1[a] > max[a] and p2[a] > max[a] ) ) then
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return false
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end
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end
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-- Still trying to work out how this one works
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for p in values( { min, max } ) do
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for a, o in pairs( { x = { 'y', 'z' }, y = { 'x', 'z' }, z = { 'x', 'y' } } ) do
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-- p = min or max as vector
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-- a = x, y or z
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-- o = 'y''z', 'x''z' or 'x''y' respectively
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-- eg h = l1 + ( l1[x] - min[x] ) / ( l1[x] - l2[x] ) * ( l2 - l1 )
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-- eg o1, o2 = [o1], o[2] = 'y', 'z'
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-- The below variable h appears to calculate the values that allow for x1, x2, y1, and y2
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-- This way the intersection point can be found
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local h = p1 + ( p1[a] - p[a] ) / ( p1[a] - p2[a] ) * ( p2 - p1 )
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local o1, o2 = o[1], o[2]
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||||
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if ( h[o1] >= min[o1] and h[o1] <= max[o1] and h[o2] >= min[o2] and h[o2] <= max[o2] ) then
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return true
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end
|
||||
end
|
||||
end
|
||||
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return false
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end
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||||
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function DoesLineIntersectSphere()
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end
|
||||
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function DoesLineIntersectEntityBoundingBox(p1, p2, entity)
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local model = GetEntityModel(entity)
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local min, max = GetModelDimensions(model)
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local l1 = GetOffsetFromEntityGivenWorldCoords( entity, p1 )
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local l2 = GetOffsetFromEntityGivenWorldCoords( entity, p2 )
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-- Citizen.Trace( "\np1: " .. tostring( p1 ) .. "\tp2: " .. tostring( p2 ) .. "\tl1: " .. tostring( l1 ) .. "\tl2: " .. tostring( l2 ) )
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||||
return DoesLineIntersectAABB(l1, l2, min, max)
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||||
end
|
||||
|
||||
|
||||
function RaytraceBoundingBox(p1, p2, ignoredEntity)
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local entities = GetAllVehicleEnts()
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||||
local matches = filter(entities, function (entity)
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||||
if entity == ignoredEntity then return false end
|
||||
if not IsEntityOnScreen(entity) then return false end
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||||
-- if not IsEntityTargetable(entity) then return false end
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||||
return DoesLineIntersectEntityBoundingBox(p1, p2, entity)
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end)
|
||||
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||||
table.sort(matches, function (a, b)
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||||
local h1 = GetEntityCoords(a)
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||||
local h2 = GetEntityCoords(b)
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||||
return #(p1 - h1) < #(p1 - h2)
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||||
end)
|
||||
|
||||
if matches[1] then
|
||||
local pos = GetEntityCoords(matches[1])
|
||||
return pos, matches[1]
|
||||
end
|
||||
|
||||
return nil, nil
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||||
end
|
||||
|
||||
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function RADAR:Test()
|
||||
-- Get the player's ped
|
||||
local ped = GetPlayerPed( -1 )
|
||||
|
||||
-- Make sure the player is sitting in a vehicle
|
||||
if ( IsPedSittingInAnyVehicle( ped ) ) then
|
||||
-- Get the vehicle the player is in
|
||||
local plyVeh = GetVehiclePedIsIn( ped, false )
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local plyVehPos = GetEntityCoords( plyVeh )
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-- Check the vehicle actually exists and that the player is in the driver's seat
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if ( DoesEntityExist( plyVeh ) and GetPedInVehicleSeat( plyVeh, -1 ) ) then
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local startPoint = GetOffsetFromEntityInWorldCoords( plyVeh, 0.0, 5.0, 0.0 )
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||||
local endPoint = GetOffsetFromEntityInWorldCoords( plyVeh, 0.0, 50.0, 1.0 )
|
||||
DrawLine( startPoint, endPoint, 0, 255, 0, 255 )
|
||||
|
||||
--for veh in EnumerateVehicles() do
|
||||
|
||||
local veh = UTIL:GetVehicleInDirection( plyVeh, startPoint, endPoint )
|
||||
|
||||
if ( DoesEntityExist( veh ) ) then
|
||||
local vehPos = GetEntityCoords( veh )
|
||||
local vehPosRel = GetOffsetFromEntityGivenWorldCoords( plyVeh, vehPos )
|
||||
|
||||
--[[local vehBox = GetBoundingBox( veh )
|
||||
local drawableBox = GetDrawableFromBoundingBox( vehBox )
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||||
DrawBoundingBox( veh, drawableBox )]]
|
||||
|
||||
if ( veh ~= plyVeh ) then
|
||||
DrawMarker( 28, vehPos.x, vehPos.y, vehPos.z, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 10.0, 10.0, 10.0, 255, 120, 80, 40, false, true, 2, false, false, false, false )
|
||||
|
||||
-- First attempt, didn't really work
|
||||
-- local r = 5.0
|
||||
-- local ro = startPoint
|
||||
-- local s = vehPos
|
||||
-- local rd = norm( startPoint )
|
||||
-- local t = dot( s - ro, rd )
|
||||
-- local p = ro + ( rd * t )
|
||||
|
||||
-- UTIL:DrawDebugSphere( ro.x, ro.y, ro.z, 0.5 )
|
||||
-- UTIL:DrawDebugSphere( s.x, s.y, s.z, 0.5 )
|
||||
-- UTIL:DrawDebugSphere( p.x, p.y, p.z, 0.5 )
|
||||
|
||||
-- local y = #( s - p )
|
||||
|
||||
-- if ( y < r ) then
|
||||
-- local x = math.sqrt( ( r * r ) - ( y * y ) )
|
||||
-- local t1 = t - x
|
||||
-- local t2 = t + x
|
||||
|
||||
-- UTIL:DrawDebugText( 0.500, 0.700, 0.50, true, "t1: " .. tostring( t1 ) .. "\nt2: " .. tostring( t2 ) )
|
||||
-- end
|
||||
|
||||
-- Second attempt
|
||||
-- local ra = 20.0
|
||||
-- local ce = vehPos
|
||||
-- local ro = startPoint
|
||||
-- local rd = norm( startPoint )
|
||||
|
||||
-- local oc = ro - ce
|
||||
-- local b = dot( oc, rd )
|
||||
-- local c = dot( oc, oc ) - ( ra * ra )
|
||||
-- local h = ( b * b ) - c
|
||||
|
||||
-- if ( h > 0.0 ) then
|
||||
-- h = math.sqrt( h )
|
||||
-- local result = vector2( -b-h, -b+h )
|
||||
|
||||
-- UTIL:DrawDebugText( 0.500, 0.700, 0.50, true, "Result: " .. tostring( result ) )
|
||||
-- end
|
||||
|
||||
-- Third bloody attempt
|
||||
-- local center = vehPos
|
||||
-- local radius = 5.0
|
||||
-- local ro = startPoint
|
||||
-- local rd = norm( startPoint )
|
||||
|
||||
-- local oc = startPoint - center
|
||||
-- local a = dot( rd, rd )
|
||||
-- local b = 2.0 * dot( oc, rd )
|
||||
-- local c = dot( oc, oc ) - radius * radius
|
||||
-- local dis = b * b - 4 * a * c
|
||||
|
||||
-- if ( dis < 0 ) then
|
||||
-- UTIL:DrawDebugText( 0.500, 0.650, 0.50, true, "-1" )
|
||||
-- else
|
||||
-- local val = ( -b - math.sqrt( dis ) ) / ( 2.0 * a )
|
||||
-- UTIL:DrawDebugText( 0.500, 0.650, 0.50, true, "yes" )
|
||||
-- end
|
||||
|
||||
-- Fourth attempt
|
||||
local radius = 10.0
|
||||
local radiusSqr = radius * radius
|
||||
|
||||
local rayNorm = norm( endPoint - startPoint )
|
||||
UTIL:DrawDebugText( 0.500, 0.600, 0.50, true, "rayNorm: " .. tostring( rayNorm ) )
|
||||
|
||||
local rayToCenter = vehPos - startPoint
|
||||
DrawLine( startPoint, vehPos, 255, 255, 255, 255 )
|
||||
|
||||
local tProj = dot( rayToCenter, rayNorm )
|
||||
UTIL:DrawDebugText( 0.500, 0.625, 0.50, true, "tProj: " .. tostring( tProj ) )
|
||||
|
||||
UTIL:DrawDebugText( 0.500, 0.100, 0.60, true, "Veh in front? = " .. tostring( ( tProj > 0 ) ) )
|
||||
|
||||
local iPos = ( rayNorm * tProj ) + startPoint
|
||||
DrawLine( vehPos, iPos, 255, 255, 255, 255 ) -- draw the smallest point
|
||||
DrawLine( startPoint, iPos, 255, 255, 255, 255 ) -- draw a line on the opposite
|
||||
|
||||
local oppLenSqr = dot( rayToCenter, rayToCenter ) - ( tProj * tProj )
|
||||
UTIL:DrawDebugText( 0.500, 0.650, 0.50, true, "radiusSqr: " .. tostring( radiusSqr ) )
|
||||
UTIL:DrawDebugText( 0.500, 0.675, 0.50, true, "oppLenSqr: " .. tostring( oppLenSqr ) )
|
||||
|
||||
if ( oppLenSqr > radiusSqr ) then
|
||||
UTIL:DrawDebugText( 0.500, 0.800, 0.50, true, "Projection point outside radius" )
|
||||
elseif ( oppLenSqr == radiusSqr ) then
|
||||
UTIL:DrawDebugText( 0.500, 0.825, 0.50, true, "Single point intersection" )
|
||||
end
|
||||
|
||||
local oLen = math.sqrt( radiusSqr - oppLenSqr )
|
||||
UTIL:DrawDebugText( 0.500, 0.700, 0.50, true, "oLen: " .. tostring( oLen ) )
|
||||
|
||||
local t0 = tProj - oLen
|
||||
local t1 = tProj + oLen
|
||||
|
||||
if ( t1 < t0 ) then
|
||||
local tmp = t0
|
||||
t0 = t1
|
||||
t1 = tmp
|
||||
end
|
||||
|
||||
UTIL:DrawDebugText( 0.500, 0.725, 0.50, true, "t0: " .. tostring( t0 ) .. "\nt1: " .. tostring( t1 ) )
|
||||
|
||||
local t0p = ( rayNorm * t0 ) + startPoint
|
||||
local t1p = ( rayNorm * t1 ) + startPoint
|
||||
|
||||
UTIL:DrawDebugSphere( t0p.x, t0p.y, t0p.z, 0.25 )
|
||||
UTIL:DrawDebugSphere( t1p.x, t1p.y, t1p.z, 0.25 )
|
||||
|
||||
DrawLine( vehPos, t0p, 255, 255, 0, 255 )
|
||||
DrawLine( vehPos, t1p, 255, 255, 0, 255 )
|
||||
|
||||
if ( oppLenSqr < radiusSqr ) then
|
||||
UTIL:DrawDebugText( 0.500, 0.875, 0.55, true, "Intersects sphere" )
|
||||
else
|
||||
UTIL:DrawDebugText( 0.500, 0.925, 0.55, true, "Doesn't intersect sphere" )
|
||||
end
|
||||
end
|
||||
end
|
||||
end
|
||||
end
|
||||
end
|
||||
|
||||
function RADAR:Main()
|
||||
-- Get the local player's ped and store it in a variable
|
||||
local ped = GetPlayerPed( -1 )
|
||||
|
||||
-- As we only want the radar to work when a player is sitting in a
|
||||
-- vehicle, we run that check first
|
||||
if ( IsPedSittingInAnyVehicle( ped ) ) then
|
||||
-- Get the vehicle the player is sitting in
|
||||
local vehicle = GetVehiclePedIsIn( ped, false )
|
||||
|
||||
UTIL:DrawDebugText( 0.50, 0.020, 0.60, true, "Found player vehicle: " .. tostring( vehicle ), 255, 255, 255, 255 )
|
||||
|
||||
-- Check to make sure the player is in the driver's seat, and also
|
||||
-- that the vehicle has a class of VC_EMERGENCY (18)
|
||||
if ( GetPedInVehicleSeat( vehicle, -1 ) == ped --[[ and GetVehicleClass( vehicle ) == 18 ]] ) then
|
||||
local vehicleSpeed = UTIL:Round( self:GetVehSpeed( vehicle ), 0 )
|
||||
local vehicleHeading = UTIL:Round( GetEntityHeading( vehicle ), 0 )
|
||||
|
||||
UTIL:DrawDebugText( 0.50, 0.060, 0.60, true, "Self speed: " .. tostring( vehicleSpeed ), 255, 255, 255, 255 )
|
||||
|
||||
local vehiclePos = GetEntityCoords( vehicle, true )
|
||||
-- local edge = GetOffsetFromEntityInWorldCoords( vehicle, 20.0, 50.0, 0.0 )
|
||||
|
||||
local newX = UTIL:Round( vehiclePos.x, 0 )
|
||||
local newY = UTIL:Round( vehiclePos.y, 0 )
|
||||
local newZ = UTIL:Round( vehiclePos.z, 0 )
|
||||
|
||||
UTIL:DrawDebugText( 0.50, 0.100, 0.60, true, "Vehicle X: " .. tostring( newX ) .. " Vehicle Y: " .. tostring( newY ) .. " Vehicle Z: " .. tostring( newZ ), 255, 255, 255, 255 )
|
||||
|
||||
local model = GetEntityModel( vehicle )
|
||||
local min, max = GetModelDimensions( model )
|
||||
local format = "Min X: " .. tostring( min.x ) .. " Min Y: " .. tostring( min.y ) .. " Min Z: " .. tostring( min.z )
|
||||
local format2 = "Max X: " .. tostring( max.x ) .. " Max Y: " .. tostring( max.y ) .. " Max Z: " .. tostring( max.z )
|
||||
|
||||
UTIL:DrawDebugText( 0.50, 0.180, 0.60, true, "Model: " .. tostring( model ), 255, 255, 255, 255 )
|
||||
UTIL:DrawDebugText( 0.50, 0.220, 0.60, true, format, 255, 255, 255, 255 )
|
||||
UTIL:DrawDebugText( 0.50, 0.260, 0.60, true, format2, 255, 255, 255, 255 )
|
||||
|
||||
for veh in EnumerateVehicles() do
|
||||
if ( GetEntitySpeed( veh ) > 1.0 and veh ~= vehicle ) then
|
||||
local aiVehHeading = UTIL:Round( GetEntityHeading( veh ), 0 )
|
||||
local sameHeading = UTIL:IsEntityInMyHeading( vehicleHeading, aiVehHeading, 45 )
|
||||
|
||||
if ( sameHeading ) then
|
||||
local mdl = GetEntityModel( veh )
|
||||
|
||||
if ( IsThisModelACar( mdl ) or IsThisModelABike( mdl ) or IsThisModelAQuadbike( mdl ) ) then
|
||||
local bounds = getBoundingBox( veh )
|
||||
local boundsDrawable = getBoundingBoxDrawable( bounds )
|
||||
drawBoundingBox( veh, boundsDrawable )
|
||||
end
|
||||
end
|
||||
end
|
||||
end
|
||||
|
||||
-- self:RayTraceFromVeh( vehicle )
|
||||
|
||||
-- local newPos = GetOffsetFromEntityInWorldCoords( vehicle, 0.0, 10.0, 0.0 )
|
||||
|
||||
-- UTIL:DrawSphere( newPos.x, newPos.y, newPos.z, 6.0, 128, 255, 0, 0.15 )
|
||||
|
||||
-- local ranVeh = GetRandomVehicleInSphere( newPos.x, newPos.y, newPos.z, 6.0, 0, 23 )
|
||||
|
||||
-- UTIL:DrawDebugText( 0.50, 0.140, 0.60, true, "Found random vehicle: " .. tostring( ranVeh ), 255, 255, 255, 255 )
|
||||
|
||||
-- if ( DoesEntityExist( ranVeh ) and IsEntityAVehicle( ranVeh ) ) then
|
||||
-- local targetPos = GetEntityCoords( ranVeh, true )
|
||||
-- DrawMarker(2, targetPos.x, targetPos.y, targetPos.z + 6, 0.0, 0.0, 0.0, 0.0, 180.0, 0.0, 2.0, 2.0, 2.0, 255, 128, 0, 50, false, true, 2, nil, nil, false)
|
||||
-- end
|
||||
|
||||
-- begin bubble test
|
||||
-- for i = 1, 5 do
|
||||
-- local newPos = GetOffsetFromEntityInWorldCoords( vehicle, 0.0, i * 10.0, 0.0 )
|
||||
-- -- UTIL:DrawSphere( newPos1.x, newPos1.y, newPos1.z, 2.0, 128, 255, 20, 0.4 )
|
||||
-- DrawMarker( 28, newPos.x, newPos.y, newPos.z, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, i * 2.0, i * 2.0, 0.5, 0, 250, 0, 200, false, true, 2, false, false, false, false )
|
||||
-- end
|
||||
end
|
||||
end
|
||||
end
|
||||
|
||||
Citizen.CreateThread( function()
|
||||
while ( true ) do
|
||||
-- RADAR:Main()
|
||||
RADAR:Test()
|
||||
|
||||
Citizen.Wait( 0 )
|
||||
end
|
||||
end )
|
||||
Reference in New Issue
Block a user