[clientside] 3d line (like laser)

Started by vitovc, Jan 26, 2024, 01:35 PM

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vitovc


This script can be helpful in development to draw npc paths, visualize raytrace or just for laser rifle feature.

line3d <- {
  "list" : {},
  "del" : function(id){
    if(::line3d.list.rawin(id)){
      return ::line3d.list.rawdelete(id);
    }
  },
  "set" : function(id, color, from, to){
    if(::line3d.list.rawin(id)){
      return ::line3d.update(id, from, to);
    }
    local item = {
      "id" : id,
      "pos" : {
        "from" : ::Vector(0, 0, 0),
        "to" : ::Vector(0, 0, 0)
      },
      "dist" : 0
      "raw" : []
    }
    for(local j = 0; j < 4; j++){
      local ca = ::GUICanvas();
      ca.Colour = color;
      ca.Position = ::VectorScreen(0, 0);
      ca.Size = ::VectorScreen(1, 1);
      ca.AddFlags(GUI_FLAG_BACKGROUND | GUI_FLAG_3D_ENTITY);
      ca.Position3D = ::Vector(0.0,0.0,0.0);
      ca.Rotation3D = ::Vector(0.0,0.0,0.0);
      if(j < 2){
        ca.Size3D = ::Vector(0.01, 0.01, 0.0);
      } else {
        ca.Size3D = ::Vector(0.01, 0.01, 0.0);
      }
      item.raw.push(ca);
    }
    ::line3d.list.rawset(id, item);
    return ::line3d.update(id, from, to);
  },
  "update" : function(id, from, to){
    if(::line3d.list.rawin(id)){
      local item = ::line3d.list.rawget(id);
      item.pos.from = ::Vector(from.X, from.Y, from.Z);
      item.pos.to = ::Vector(to.X, to.Y, to.Z);
      item.dist = ::line3d.dist_3d(from.X, from.Y, from.Z, to.X, to.Y, to.Z);

      local lp2 = item.pos.from;
      local lp = item.pos.to;
      local fp = ::Vector(lp2);
      local fp0 = ::Vector(lp);

      for(local j = 0; j < 4; j++){
        if(0 == j){
          local rot = ::line3d.rotate1(lp.X, lp.Y, lp.Z, lp2.X, lp2.Y, lp2.Z);
          rot.X += -1.570796;
          item.raw[j].Rotation3D = ::Vector(rot);
          local pitch = rot.X;
          local yaw = rot.Z;
          local rel_y = 1;
          local reloffset = sin(pitch) + 1;
          local X = fp.X + -0.005 * cos(yaw) - ((rel_y * -2) + rel_y + reloffset) * sin(yaw);
          local Y = fp.Y + -0.005 * sin(yaw) + ((rel_y * -2) + rel_y + reloffset) * cos(yaw);
          local Z = fp.Z + 1 + cos(pitch) * -1;
          item.raw[j].Size3D.Y = item.dist;
          item.raw[j].Position3D = ::Vector(X, Y, Z);
        } else if(1 == j){
          local rot = ::line3d.rotate1(lp.X, lp.Y, lp.Z, lp2.X, lp2.Y, lp2.Z);
          rot.X += 1.570796;
          item.raw[j].Rotation3D = ::Vector(rot);
          local pitch = rot.X;
          local yaw = rot.Z;
          local rel_y = 1;
          local reloffset = sin(pitch) + 1;
          local X = fp0.X + -0.005 * cos(yaw) - ((rel_y * -2) + rel_y + reloffset) * sin(yaw);
          local Y = fp0.Y + -0.005 * sin(yaw) + ((rel_y * -2) + rel_y + reloffset) * cos(yaw);
          local Z = fp0.Z + 1 + cos(pitch) * -1;
          item.raw[j].Size3D.Y = item.dist;
          item.raw[j].Position3D = ::Vector(X, Y, Z);
        } else if(2 == j){
          local rot = ::line3d.rotate2(lp.X, lp.Y, lp.Z, lp2.X, lp2.Y, lp2.Z);
          rot.X += -1.570796;
          item.raw[j].Rotation3D = ::Vector(rot);
          local pitch = rot.X;
          local yaw = rot.Z;
          local rel_y = 1;
          local reloffset = sin(pitch) + 1;
          local X = fp.X + -0.005 * cos(yaw) - ((rel_y * -2) + rel_y + reloffset) * sin(yaw);
          local Y = fp.Y + -0.005 * sin(yaw) + ((rel_y * -2) + rel_y + reloffset) * cos(yaw);
          local Z = fp.Z + 1 + cos(pitch) * -1;
          item.raw[j].Size3D.X = item.dist;
          item.raw[j].Position3D = ::Vector(X, Y, Z);
        } else if(3 == j){
          local rot = ::line3d.rotate2(lp.X, lp.Y, lp.Z, lp2.X, lp2.Y, lp2.Z);
          rot.X += 1.570796;
          item.raw[j].Rotation3D = ::Vector(rot);
          local pitch = rot.X;
          local yaw = rot.Z;
          local rel_y = 1;
          local reloffset = sin(pitch) + 1;
          local X = fp.X + -0.005 * cos(yaw) - ((rel_y * -2) + rel_y + reloffset) * sin(yaw);
          local Y = fp.Y + -0.005 * sin(yaw) + ((rel_y * -2) + rel_y + reloffset) * cos(yaw);
          local Z = fp.Z + 1 + cos(pitch) * -1;
          item.raw[j].Size3D.X = item.dist;
          item.raw[j].Position3D = ::Vector(X, Y, Z);
        }
      }
    }
  },
  "dist_2d" : function (x, y, x2, y2){
    return ::sqrt((x - x2)*(x - x2) + (y - y2)*(y - y2));
  },
  "dist_3d" : function (x, y, z, x2, y2, z2){
    return ::sqrt((x - x2)*(x - x2) + (y - y2)*(y - y2) + (z - z2)*(z - z2));
  },
  "rotate1" : function(x1, y1, z1, x2, y2, z2){
    local rotx = ::atan2(z2 - z1, ::line3d.dist_2d(x1, y1, x2, y2));
    rotx = rotx - 1.570796;
    local rotz = -1 * ::atan2( x2 - x1, y2 - y1 );
    if(rotz < -3.141592){
      rotz = rotz + 6.283184;
    }
    return ::Vector(rotx, 0,rotz);
  },
  "rotate2" : function(x1, y1, z1, x2, y2, z2){
    local rotx = ::atan2(z2 - z1, ::line3d.dist_2d(x1, y1, x2, y2));
    local rotz = -1 * ::atan2( x2 - x1, y2 - y1 );
    rotz = rotz + -1.570796;
    if(rotz < -3.141592){
      rotz = rotz + 6.283184;
    }
    local roty = ::atan2(z2 - z1, ::line3d.dist_2d(x1, y1, x2, y2));
    rotx = rotx - roty;
    return ::Vector(rotx, roty,rotz);
  }
}

::line3d.set("test", ::Colour(255,0,0,200), Vector(-29.2778, -1342.03, 12.3133), Vector(-36.4452, -1342.45, 10.3133));
...::: vice city :::...
Useful things for vcmp: Relative position and finding an angle (in 3d), 3d line (like laser)

PSL

This script is great, thanks for sharing

Sebastian

Cool! this is something I need.
Thank you!

H.a.S.a.N

Best script I've seen on this forum

habi2

This topic is old. But could you explain what this is? I see a red-line in game and it is in 3d! how VectorScreen(1,1) size is related to the line. You are using GUICanvas. About GUICanvas, there is no documentation.

vitovc

Quote from: habi2 on Dec 23, 2024, 02:54 PMThis topic is old. But could you explain what this is? I see a red-line in game and it is in 3d! how VectorScreen(1,1) size is related to the line. You are using GUICanvas. About GUICanvas, there is no documentation.
ca.AddFlags(GUI_FLAG_BACKGROUND | GUI_FLAG_3D_ENTITY);This flag is used to render gui object in-game world. this is a reason why element shows in 3d world.
ca.Position = ::VectorScreen(0, 0); ca.Size = ::VectorScreen(1, 1);This code is for 2d position and size. its not affect result because its just solid color. GUICanvas is just ''blank'' element of gui. it can be helpful as colorized background for gui. there is no any extra features for this element, it has same properties as any genereic gui element (color/size/flags to be clickable for exmaple and so on)
If you will use gui sprite for 3d object then I think 2d size (ca.Size = ) will be important for pixels of image.
...::: vice city :::...
Useful things for vcmp: Relative position and finding an angle (in 3d), 3d line (like laser)

habi2

Thank you vito. This was exactly i was looking for. I wanted a pixel and colour it. So that i can create a picture (of some dimension 640*420 pixel by pixel).

I will create another topic for it. thanks.