| enum PhxInteractionLayers | |
| { | |
| NOCOLLISION, | |
| DEFAULT, | |
| BUILDING, | |
| CHARACTER, | |
| VEHICLE, | |
| DYNAMICITEM, | |
| DYNAMICITEM_NOCHAR, | |
| ROADWAY, | |
| VEHICLE_NOTERRAIN, | |
| CHARACTER_NO_GRAVITY, | |
| RAGDOLL_NO_CHARACTER, | |
| //! Redefinition of 'RAGDOLL_NO_CHARACTER' | |
| FIREGEOM, | |
| DOOR, | |
| RAGDOLL, | |
| WATERLAYER, | |
| TERRAIN, | |
| GHOST, | |
| WORLDBOUNDS, | |
| FENCE, | |
| AI, | |
| AI_NO_COLLISION, | |
| AI_COMPLEX, | |
| TINYCAPSULE, | |
| TRIGGER, | |
| TRIGGER_NOTERRAIN, | |
| ITEM_SMALL, | |
| ITEM_LARGE, | |
| CAMERA, | |
| TEMP | |
| }; | |
| /*! | |
| Input parameters for RaycastRVProxy function. | |
| */ | |
| class RaycastRVParams | |
| { | |
| vector begPos; //!< begin position of raycast (e.g. player position) | |
| vector endPos; //!< end position of raycast (e.g. player direction) | |
| Object ignore; //!< ignore this object in collision, used only if groundOnly is false | |
| Object with; //!< ignore object with this object, otherwise collision hits, used only if groundOnly is false | |
| float radius; //!< radius along the ray tested | |
| /*! | |
| Sets the raycast behaviour in terms of result. | |
| \see CollisionFlags | |
| */ | |
| CollisionFlags flags; | |
| /*! | |
| type of intersection, possible values | |
| ObjIntersectFire(0), | |
| ObjIntersectView(1), | |
| ObjIntersectGeom(2), | |
| ObjIntersectIFire(3), | |
| ObjIntersectNone(4) | |
| */ | |
| int type; | |
| bool sorted; //!< used only if groundOnly = false | |
| bool groundOnly; //!< raycasts only ground (ignores all objects). Default value is false if not needed. | |
| void RaycastRVParams( vector vBeg, vector vEnd, Object pIgnore = null, float fRadius = 0.0 ) | |
| { | |
| begPos = vBeg; | |
| endPos = vEnd; | |
| ignore = pIgnore; | |
| radius = fRadius; | |
| // default values | |
| with = null; | |
| flags = CollisionFlags.NEARESTCONTACT; | |
| type = ObjIntersectView; | |
| sorted = false; | |
| groundOnly = false; | |
| } | |
| }; | |
| /*! | |
| Contains result data of RaycastRVProxy function. | |
| */ | |
| class RaycastRVResult | |
| { | |
| Object obj; //!< object,that we collide with (NULL if none), If hierLevel > 0 object is the proxy object | |
| Object parent; //!< if hierLevel > 0 most parent of the proxy object | |
| vector pos; //!< position of collision (in world coord) | |
| vector dir; //!< direction outside (in world coord) or (in case of line-object collision) direction and size of the intersection | |
| int hierLevel; //!< which hierarchy level is the collision detected at, == 0 = objects in landscape, > 0 = proxy | |
| int component; //!< index of component in corresponding geometry level | |
| SurfaceInfo surface; //!< surface material info handle | |
| bool entry; //!< is false if begining point was TriggerInsider | |
| bool exit; //!< is false if end point was inside | |
| }; | |
| class CollisionOverlapCallback : Managed | |
| { | |
| bool OnContact(IEntity other, Contact contact) | |
| { | |
| return true; | |
| } | |
| }; | |
| class DayZPhysics | |
| { | |
| private void DayZPhysics() {} | |
| private void ~DayZPhysics() {} | |
| /** | |
| \brief Raycasts world by given parameters | |
| \param begPos \p vector Begin position of raycast (e.g. player position) | |
| \param endPos \p vector End position of raycast (e.g. player direction) | |
| \param contactPos \p vector out, world position of first contact | |
| \param contactDir \p vector out, direction of first contact (available only when object is hitted) | |
| \param contactComponent \p int out, object component index (available only when object is hitted) | |
| \param results \p set<Object> out, set of objects hitted by raycast. Can be NULL if not needed | |
| \param with \p Object Ignores the object from collision. Used only when \p ground_only is false. Can be NULL if not needed | |
| \param ignore \p Object Ignores the object from collision. Used only when \p ground_only is false. Can be NULL if not needed | |
| \param sorted \p bool Default value is false, used only if \p ground_only = false | |
| \param ground_only \bool raycasts only ground (ignores all objects). Default value is false if not needed. | |
| \param iType \p int, type of intersection, possible values ObjIntersectFire(0), ObjIntersectView(1), ObjIntersectGeom(2), ObjIntersectIFire(3), | |
| ObjIntersectNone(4) | |
| \param radius \p float Radius of the ray, default value set to 0 | |
| \returns \p bool return true if raycast hits ground or object | |
| @code | |
| // raycast test | |
| PlayerBase player = g_Game.GetPlayer(); | |
| if (player) | |
| { | |
| vector begPos = player.GetPosition(); | |
| vector endPos = begPos + (player.GetDirection() * 100); | |
| vector contactPos; | |
| vector contactDir; | |
| int contactComponent; | |
| set<Object> results = new set<Object>; | |
| Object with; | |
| Object ignore; | |
| bool sorted; | |
| bool ground_only; | |
| int iType; | |
| float radius; | |
| if ( GetGame().Raycast(begPos, endPos, contactPos, contactDir, contactComponent, results, with, ignore, sorted, ground_only, iType, radius) ) | |
| { | |
| Print(begPos); | |
| Print(endPos); | |
| Print(contactPos); | |
| Print(contactDir); | |
| Print(contactComponent); | |
| Print(results); | |
| Print(with); | |
| Print(ignore); | |
| Print(sorted); | |
| Print(ground_only); | |
| Print(iType); | |
| Print(radius); | |
| Print( GetGame().Raycast(begPos, endPos, contactPos, contactDir, contactComponent, results, with, ignore, sorted, ground_only, iType, radius) ); | |
| } | |
| } | |
| >> vector begPos = 0x00000000dd62df30 {<750.573,49.8043,2167.25>} | |
| >> vector endPos = 0x00000000dd62df3c {<849.589,49.8043,2181.25>} | |
| >> vector contactPos = 0x00000000dd62df48 {<751.068,49.8043,2167.32>} | |
| >> vector contactDir = 0x00000000dd62df54 {<0.987203,2.04891e-08,0.139505>} | |
| >> int contactComponent = 8 | |
| >> set<Object> results = set<Object><a022d840> | |
| >> Object with = NULL | |
| >> Object ignore = NULL | |
| >> bool sorted = 0 | |
| >> bool ground_only = 0 | |
| >> int iType = 0 | |
| >> float radius = 0 | |
| >> 1 | |
| @endcode | |
| */ | |
| proto static bool RaycastRV(vector begPos, vector endPos, out vector contactPos, out vector contactDir, out int contactComponent, /*out*/ set<Object> results = NULL, Object with = NULL, Object ignore = NULL, bool sorted = false, bool ground_only = false, int iType = ObjIntersectView, float radius = 0.0, CollisionFlags flags = CollisionFlags.NEARESTCONTACT); | |
| //I am so sorry about this, I am unable to change RaycastRV above without breaking rest of DZ | |
| //proto static bool RaycastRVExt(vector begPos, vector endPos, out vector contactPos, out vector contactDir, out int contactComponent, /*out*/ array<string> resultSurfaces = NULL, /*out*/ array<Object> resultObjects = NULL, Object with = NULL, Object ignore = NULL, bool sorted = false, bool ground_only = false, int iType = ObjIntersectView, float radius = 0.0, CollisionFlags flags = CollisionFlags.NEARESTCONTACT); | |
| proto static bool GetHitSurface(Object other, vector begPos, vector endPos, string surface); | |
| proto static bool GetHitSurfaceAndLiquid(Object other, vector begPos, vector endPos, string surface, out int liquidType); | |
| proto static bool RaycastRVProxy( notnull RaycastRVParams in, out notnull array< ref RaycastRVResult> results, array< Object > excluded = null ); | |
| proto static bool RayCastBullet(vector begPos, vector endPos, PhxInteractionLayers layerMask, Object ignoreObj, out Object hitObject, out vector hitPosition, out vector hitNormal, out float hitFraction); | |
| proto static bool SphereCastBullet(vector begPos, vector endPos, float radius, PhxInteractionLayers layerMask, Object ignoreObj, out Object hitObject, out vector hitPosition, out vector hitNormal, out float hitFraction); | |
| proto static bool GeometryOverlapBullet(vector transform[4], dGeom geometry, PhxInteractionLayers layerMask, notnull CollisionOverlapCallback callback); | |
| proto static bool EntityOverlapBullet(vector transform[4], IEntity entity, PhxInteractionLayers layerMask, notnull CollisionOverlapCallback callback); | |
| proto static bool EntityOverlapSingleBullet(vector transform[4], IEntity entity, PhxInteractionLayers layerMask, notnull CollisionOverlapCallback callback); | |
| proto static bool SphereOverlapBullet(vector position, float radius, PhxInteractionLayers layerMask, notnull CollisionOverlapCallback callback); | |
| proto static bool CylinderOverlapBullet(vector transform[4], vector extents, PhxInteractionLayers layerMask, notnull CollisionOverlapCallback callback); | |
| proto static bool CapsuleOverlapBullet(vector transform[4], float radius, float height, PhxInteractionLayers layerMask, notnull CollisionOverlapCallback callback); | |
| proto static bool BoxOverlapBullet(vector transform[4], vector extents, PhxInteractionLayers layerMask, notnull CollisionOverlapCallback callback); | |
| } |