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- enum eDebugMode
- {
- NORMAL,
- MUZZLE_FIRE,
- CAMERA_MUZZLE_HYBRID,
- COUNT
- };
- class WeaponDebug
- {
- const int BUFFER_SIZE = 1000;
- const float COLLISIONS_DISTANCE_TOLERANCE = 0.01;
- const float MAX_MUZZLE_DISTANCE_TOLERANCE = 20;
- const float CAMERA_BULLET_ORIGIN_OFFSET = 1;
- const float CAMERA_TRACE_MIN_DISTANCE_TOLERANCE = 0.3;
-
- Weapon m_WeaponInHands;
- int m_BufferIndex;
- bool m_IsDrawKeyHeldDown;
- bool m_IsLMBPressed;
- bool m_IsToggleKeyPressed;
- bool m_IsFireKeyPressed;
- float m_TargetDistance;
- eDebugMode m_CurrentMode;
- vector m_AimTrailCyclic[BUFFER_SIZE];
- vector m_AimTrailOrdered[BUFFER_SIZE];
-
- ref map<int, string> m_DebugModesNames = new map<int, string>;
-
- //ref array<Selection> m_Selections = new array<Selection>();
-
- Shape m_Shape_usti;
- Shape m_Shape_konec;
- Shape m_ShapeFireDirection1;
- Shape m_ShapeFireDirection2;
- Shape m_HitShape;
- Shape m_ShapeEye;
- Shape m_ShapeTrailLines;
- Shape m_ShapeFireDirCamera;
- Shape m_HitShape2;
- Shape m_HitShape3;
- Shape m_HitShape4;
- //Shape temp_shape;
- Shape m_PermanentLine1;
- Shape m_PermanentLine2;
-
- Shape m_PermanentShape1;
- Shape m_PermanentShape2;
-
- Weapon GetWeaponInHands()
- {
- Weapon weapon_in_hands;
- PlayerBase player = PlayerBase.Cast(GetGame().GetPlayer());
- if( player && player.GetItemInHands() ) Class.CastTo(weapon_in_hands, player.GetItemInHands());
-
- return weapon_in_hands;
- }
-
- void WeaponDebug()
- {
- m_DebugModesNames.Insert(eDebugMode.NORMAL, "Mode "+eDebugMode.NORMAL.ToString()+": shoot along the weapon barrel");
- m_DebugModesNames.Insert(eDebugMode.MUZZLE_FIRE,"Mode "+eDebugMode.MUZZLE_FIRE.ToString()+": shoot from muzzle end to camera trace hit point");
- m_DebugModesNames.Insert(eDebugMode.CAMERA_MUZZLE_HYBRID, "Mode "+eDebugMode.CAMERA_MUZZLE_HYBRID.ToString()+": shoot either from camera lens or from muzzle \n depending on the situation");
- }
-
- void ~WeaponDebug()
- {
- RemoveAllShapes(true);
-
- }
- void RemoveAllShapes(bool is_exit = false)
- {
- Debug.RemoveShape(m_Shape_usti);
- Debug.RemoveShape(m_Shape_konec);
- Debug.RemoveShape(m_ShapeFireDirection1);
- Debug.RemoveShape(m_ShapeFireDirection2);
- Debug.RemoveShape(m_ShapeEye);
- Debug.RemoveShape(m_ShapeTrailLines);
- Debug.RemoveShape(m_ShapeFireDirCamera);
- Debug.RemoveShape(m_HitShape);
- Debug.RemoveShape(m_HitShape2);
- Debug.RemoveShape(m_HitShape3);
- Debug.RemoveShape(m_HitShape4);
-
- if ( is_exit )
- {
- Debug.RemoveShape(m_PermanentLine1);
- Debug.RemoveShape(m_PermanentLine2);
- Debug.RemoveShape(m_PermanentShape1);
- Debug.RemoveShape(m_PermanentShape2);
- }
- }
- void OnCommandHandlerUpdate()
- {
-
- m_IsLMBPressed = false;
- m_IsFireKeyPressed = false;
-
- if (KeyState(KeyCode.KC_LWIN) == 1)
- {
- if (!m_IsDrawKeyHeldDown)
- {
- OnKeyDown(KeyCode.KC_LWIN);
- }
- m_IsDrawKeyHeldDown = true;
- }
- else
- {
- if ( m_IsDrawKeyHeldDown )
- {
- //OnKeyUp();
- }
- m_IsDrawKeyHeldDown = false;
- }
-
- if (KeyState(KeyCode.KC_Z) == 1)
- {
- ClearKey(KeyCode.KC_Z);
- CycleDebugMode();
- }
-
- if (KeyState(KeyCode.KC_X) == 1)
- {
- m_IsFireKeyPressed = true;
- ClearKey(KeyCode.KC_X);
- }
- if (GetMouseState(MouseState.LEFT) & MB_PRESSED_MASK)
- {
- m_IsLMBPressed = true;
- }
- }
- void OnKeyDown(KeyCode key)
- {
- if (key == KeyCode.KC_X)
- {
- }
- }
-
- void CycleDebugMode()
- {
- m_CurrentMode++;
- if ( m_CurrentMode == eDebugMode.COUNT )
- {
- m_CurrentMode = 0;
- }
-
- }
-
- void OnPostFrameUpdate()
- {
- if ( GetWeaponInHands() )
- {
- RemoveAllShapes();
- Weapon weapon = GetWeaponInHands();
- vector cameraDirection = GetGame().GetCurrentCameraDirection();
- vector cameraPosition = GetGame().GetCurrentCameraPosition();
- vector usti_hlavne_position = weapon.GetSelectionPositionMS( "usti hlavne" );//usti hlavne
- vector konec_hlavne_position = weapon.GetSelectionPositionMS( "konec hlavne" );//konec hlavne
- usti_hlavne_position = weapon.ModelToWorld(usti_hlavne_position);
- konec_hlavne_position = weapon.ModelToWorld(konec_hlavne_position);
-
- if ( m_CurrentMode == eDebugMode.NORMAL )
- {
- DrawLineOfFire(konec_hlavne_position,usti_hlavne_position );
- }
-
- if ( m_CurrentMode == eDebugMode.MUZZLE_FIRE )
- {
- DrawLineOfFireMuzzleToHit(usti_hlavne_position, cameraDirection, cameraPosition);
- }
-
- if ( m_CurrentMode == eDebugMode.CAMERA_MUZZLE_HYBRID )
- {
- DrawLineOfFireCameraHybrid(usti_hlavne_position, cameraDirection, cameraPosition, konec_hlavne_position);
- }
-
- if (m_IsDrawKeyHeldDown)
- {
- AddPosToCyclicBuffer(usti_hlavne_position);
- OrderTrailArray();
- }
- m_ShapeTrailLines = Debug.DrawLines( m_AimTrailOrdered,BUFFER_SIZE, COLOR_YELLOW, ShapeFlags.NOZBUFFER );
-
-
- DrawEyePoint(weapon);
- DrawBarrelMemoryPoints(konec_hlavne_position,usti_hlavne_position );
- DisplayGeneralInfo();
- DisplayTargetInfo();
- /*
- vector pos;
- weapon.GetProjectedCursorPos3d(pos);
- Debug.RemoveShape(temp_shape);
- temp_shape = Debug.DrawSphere(pos, 0.1, Colors.GREEN);
- */
- }
- }
- void DrawBarrelMemoryPoints(vector begin_point, vector end_point)
- {
- if (!m_IsDrawKeyHeldDown)
- {
- m_Shape_usti = Debug.DrawSphere(end_point, 0.011, Colors.GREEN, ShapeFlags.TRANSP|ShapeFlags.NOOUTLINE|ShapeFlags.NOZBUFFER);
- m_Shape_konec = Debug.DrawSphere(begin_point, 0.011, Colors.GREEN, ShapeFlags.TRANSP|ShapeFlags.NOOUTLINE|ShapeFlags.NOZBUFFER);
- }
- }
- void DrawLineOfFire(vector begin_point, vector end_point)
- {
- vector contact_point;
- vector contact_dir;
- vector aim_point = end_point - begin_point;
- int contact_component;
-
- aim_point = aim_point.Normalized() * 100;
- aim_point = aim_point + end_point;
-
- m_ShapeFireDirection1 = Debug.DrawLine(end_point, aim_point);
- m_ShapeFireDirection2 = Debug.DrawLine(begin_point, end_point, ShapeFlags.NOZBUFFER );
-
- if ( DayZPhysics.RaycastRV(end_point, aim_point, contact_point, contact_dir, contact_component, null, null, null, false, false, ObjIntersectFire) )
- {
- m_HitShape = Debug.DrawSphere(contact_point, 0.04, COLOR_RED);
- }
-
- if ( m_IsFireKeyPressed )
- {
- Debug.RemoveShape(m_PermanentLine1);
- m_PermanentLine1 = Debug.DrawLine(end_point, contact_point, Colors.RED, ShapeFlags.NOZBUFFER );
- }
- }
- void AddPosToCyclicBuffer(vector pos)
- {
- m_AimTrailCyclic[m_BufferIndex] = pos;
- m_BufferIndex++;
- if (m_BufferIndex == BUFFER_SIZE)
- {
- m_BufferIndex = 0;
- }
- }
-
- void OrderTrailArray()
- {
- int unordered_index;
-
- for (int i = 0; i < BUFFER_SIZE; i++)
- {
- unordered_index = m_BufferIndex + i;
- if ( unordered_index >= BUFFER_SIZE )
- {
- unordered_index = unordered_index - BUFFER_SIZE;
- }
- m_AimTrailOrdered[i] = m_AimTrailCyclic[unordered_index];
- }
- }
-
- void DrawEyePoint(Weapon weapon)
- {
- vector position = GetEyePointPosition(weapon);
- m_ShapeEye = Debug.DrawSphere(position, 0.009, COLOR_BLUE, ShapeFlags.TRANSP|ShapeFlags.NOOUTLINE|ShapeFlags.NOZBUFFER);
- }
- vector GetEyePointPosition(Weapon weapon)
- {
- string memory_point_name = weapon.ConfigGetString("memoryPointCamera");
- ItemBase optics = weapon.GetAttachedOptics();
- if (optics)
- {
- memory_point_name = optics.ConfigGetString("memoryPointCamera");
- return optics.ModelToWorld(optics.GetSelectionPositionLS( memory_point_name ));
- }
- return weapon.ModelToWorld(weapon.GetSelectionPositionLS( memory_point_name ));
-
- }
- void DisplayGeneralInfo()
- {
- DbgUI.Begin("sway weight", 50, 50);
- DayZPlayerImplement player = DayZPlayerImplement.Cast(GetGame().GetPlayer());
- float sway_weight = player.GetAimingModel().GetSwayWeight();
- DbgUI.Text("value: " + sway_weight.ToString());
- DbgUI.Text("Hold LWIN to draw debug line");
- DbgUI.Text("Press X to simulate fire");
- DbgUI.Text("Press Z to cycle debug modes");
- DbgUI.Text("Debug " +m_DebugModesNames.Get(m_CurrentMode) );
- DbgUI.Text("");
- DbgUI.End();
- }
- void DisplayTargetInfo()
- {
- DbgUI.Begin("target distance", 50,200);
- DbgUI.Text("value: " + m_TargetDistance.ToString());
- DbgUI.End();
- }
-
- void DrawLineOfFireMuzzleToHit(vector begin_point, vector camera_dir, vector camera_pos)
- {
- vector contact_point_cam_trace;
- vector contact_point_muzzle_trace;
-
- vector contact_dir_muzzle;
- vector contact_dir_camera;
-
- vector contact_point;
- vector contact_dir;
-
- int contact_component;
- int contact_component_muzzle;
-
- vector end_point = camera_pos + camera_dir * 1000;
- Man player = GetGame().GetPlayer();
- Object player_o;
- Class.CastTo(player_o, player);
-
- if ( DayZPhysics.RaycastRV(camera_pos, end_point, contact_point_cam_trace, contact_dir_camera, contact_component,null, null, player_o , false, false, ObjIntersectFire, 0.1) )
- {
- m_ShapeFireDirCamera = Debug.DrawLine(begin_point, contact_point_cam_trace, Colors.RED, ShapeFlags.NOZBUFFER );
- m_HitShape2 = Debug.DrawSphere(contact_point_cam_trace, 0.03, Colors.GREEN);
- m_TargetDistance = vector.Distance( player.GetPosition(), contact_point_cam_trace);
-
- if ( m_IsFireKeyPressed )
- {
- Debug.RemoveShape(m_PermanentLine1);
- Debug.RemoveShape(m_PermanentLine2);
- m_PermanentLine1 = Debug.DrawLine(begin_point, contact_point_cam_trace, Colors.RED, ShapeFlags.NOZBUFFER );
- m_PermanentLine2 = Debug.DrawLine(camera_pos, contact_point_cam_trace, Colors.GREEN, ShapeFlags.NOZBUFFER );
- }
-
- }
-
- else
- {
- m_ShapeFireDirCamera = Debug.DrawLine(begin_point, end_point, Colors.GREEN, ShapeFlags.NOZBUFFER );
- m_TargetDistance = -1;
- }
-
- if ( DayZPhysics.RaycastRV(begin_point, contact_point_cam_trace, contact_point_muzzle_trace, contact_dir_muzzle, contact_component_muzzle, null, null, null, false, false, ObjIntersectFire, 0.0) )
- {
- m_HitShape3 = Debug.DrawSphere(contact_point_muzzle_trace, 0.03, COLOR_RED);
- }
- }
- void DrawLineOfFireCameraHybrid(vector usti_hlavne_position, vector camera_dir, vector camera_pos, vector konec_hlavne_position)
- {
- bool muzzle_shot;
- vector contact_point_cam_trace;
- vector contact_point_muzzle_trace;
-
- vector aim_at_position;
-
- vector contact_dir_muzzle;
- vector contact_dir;
-
- vector contact_point;
-
- int contact_component;
- int contact_component_muzzle;
-
- float distance_to_aim_at;
- vector end_point = camera_pos + camera_dir * 100;
- vector start_point = camera_pos + (CAMERA_BULLET_ORIGIN_OFFSET * camera_dir);
- vector weapon_aim_direction = usti_hlavne_position - konec_hlavne_position;
- weapon_aim_direction.Normalize();
-
- Man player = GetGame().GetPlayer();
- Object player_o;
- Class.CastTo(player_o, player);
- if ( DayZPhysics.RaycastRV(start_point, end_point, contact_point_cam_trace, contact_dir, contact_component,null, null, player_o , false, false, ObjIntersectFire) )
- {
- m_TargetDistance = vector.Distance(start_point, contact_point_cam_trace);
- aim_at_position = contact_point_cam_trace;
-
- if ( DayZPhysics.RaycastRV(usti_hlavne_position, contact_point_cam_trace, contact_point_muzzle_trace, contact_dir, contact_component,null, null, player_o , false, false, ObjIntersectFire, 0.05) )
- {
- float collision_distance = vector.Distance(contact_point_cam_trace, contact_point_muzzle_trace);
- float muzzle_collision_distance = vector.Distance(usti_hlavne_position, contact_point_muzzle_trace);
-
- if ((collision_distance > 2 && muzzle_collision_distance < MAX_MUZZLE_DISTANCE_TOLERANCE) || m_TargetDistance < CAMERA_TRACE_MIN_DISTANCE_TOLERANCE)
- {
- muzzle_shot = true;
- aim_at_position = contact_point_muzzle_trace;
- }
- }
- }
-
-
-
- distance_to_aim_at = vector.Distance(camera_pos, aim_at_position);
-
- if ( m_IsFireKeyPressed )
- {
- Debug.RemoveShape(m_PermanentLine1);
- Debug.RemoveShape(m_PermanentLine2);
- Debug.RemoveShape(m_PermanentShape1);
-
- vector contact_point_temp;
-
- if (muzzle_shot)
- {
- m_PermanentLine1 = Debug.DrawLine(usti_hlavne_position, usti_hlavne_position + weapon_aim_direction * 5, Colors.RED, ShapeFlags.NOZBUFFER );
- m_PermanentLine2 = Debug.DrawLine(camera_pos, contact_point_cam_trace, Colors.GREEN, ShapeFlags.NOZBUFFER );
- PrintString("muzle shot");
- }
- else
- {
- vector dir = contact_point_cam_trace - camera_pos;
- dir.Normalize();
- dir = dir * 100;
- float dst = vector.Distance(camera_pos, contact_point_cam_trace);
- float dist2 = vector.Distance(camera_pos, contact_point_cam_trace);
-
- //m_PermanentShape1 = Debug.DrawSphere(start_point, 0.015,Colors.GREEN);
- m_PermanentLine1 = Debug.DrawLine(start_point, contact_point_cam_trace + dir, Colors.RED, ShapeFlags.NOZBUFFER );
- PrintString("camera shot");
- }
- }
-
- float clamped_distance = Math.Clamp(distance_to_aim_at, 0 , 100);
- float distance_normalized = Math.InverseLerp(0, 100, clamped_distance);
- float hit_sphere_size = Math.Lerp(0.025, 0.75, distance_normalized);
-
- Debug.RemoveShape(m_HitShape4);
- Debug.RemoveShape(m_HitShape);
- m_HitShape = Debug.DrawSphere(contact_point_cam_trace, 0.20,Colors.GREEN, ShapeFlags.TRANSP);
- m_HitShape4 = Debug.DrawSphere(aim_at_position, hit_sphere_size);
-
- }
-
- }
|