Difference between revisions of "GetVehicleModelDummyPosition"

From Multi Theft Auto: Wiki
m
m
Line 26: Line 26:
 
* '''gas_cap:''' Vehicle gas cap position (shooting it will explode vehicle)
 
* '''gas_cap:''' Vehicle gas cap position (shooting it will explode vehicle)
 
* '''trailer_attach:''' Point at which trailers will be attached to vehicle.
 
* '''trailer_attach:''' Point at which trailers will be attached to vehicle.
* '''hand_rest:''' (?)Hand rest position.
+
* '''hand_rest:''' Point at which the steer of a bike is held.
 
* '''exhaust_second:''' Secondary exhaust position (for example in NRG-500)
 
* '''exhaust_second:''' Secondary exhaust position (for example in NRG-500)
 
* '''wing_airtrail:''' Point from which air trail will show in airplanes, visible while in sharp turns.
 
* '''wing_airtrail:''' Point from which air trail will show in airplanes, visible while in sharp turns.

Revision as of 10:00, 2 September 2019

This function gets position of the dummies contained in a vehicle model.

Syntax

bool getVehicleModelDummyPosition ( int modelID, string dummy )

OOP Syntax Help! I don't understand this!

Method: Vehicle.getVehicleModelDummyPosition(...)
Counterpart: setVehicleModelDummyPosition

Required Arguments

  • modelID: The model ID which you want to apply the change to
  • dummy: The dummy whose position you want to get

Allowed dummies

  • light_front_main: Primary front lights position.
  • light_rear_main: Primary rear lights position.
  • light_front_second: Secondary front lights position.
  • light_rear_second: Secondary rear lights position.
  • seat_front: Front seat position.
  • seat_rear: Rear seat position.
  • exhaust: Exhaust fumes start position.
  • engine: Engine smoke start position.
  • gas_cap: Vehicle gas cap position (shooting it will explode vehicle)
  • trailer_attach: Point at which trailers will be attached to vehicle.
  • hand_rest: Point at which the steer of a bike is held.
  • exhaust_second: Secondary exhaust position (for example in NRG-500)
  • wing_airtrail: Point from which air trail will show in airplanes, visible while in sharp turns.
  • veh_gun: Vehicle gun position (ex. Rustler)

Returns

Returns the position of given dummy if everything went fine, false otherwise.

Example

Given example will draw rectangle over every dummy in vehicle player is currently sitting it.

local dummies = {
	"light_front_main",
	"light_rear_main",
	"light_front_second",
	"light_rear_second",
	"seat_front",
	"seat_rear",
	"exhaust",
	"engine",
	"gas_cap",
	"trailer_attach",
	"hand_rest",
	"exhaust_second",
	"wing_airtrail",
	"veh_gun"
}

function draw()
	local veh = getPedOccupiedVehicle( localPlayer )
	if not veh then return end

	local mat = getElementMatrix(veh)
	local vx,vy,vz = getMatrixPosition(mat)
	local fx,fy,fz = getMatrixForward(mat)
	local lx,ly,lz = getMatrixLeft(mat)
	local ux,uy,uz = getMatrixUp(mat)
	local model = getElementModel(veh)

	for i,dum in ipairs(dummies) do
		local v = {getVehicleModelDummyPosition(model, dum)}
		if v[1] ~= 0 or v[2] ~= 0 or v[3] ~= 0 then
			local px,py,pz = vx,vy,vz
			px = px+fx*v[2]+lx*v[1]+ux*v[3]
			py = py+fy*v[2]+ly*v[1]+uy*v[3]
			pz = pz+fz*v[2]+lz*v[1]+uz*v[3]

			local sx,sy = getScreenFromWorldPosition( px,py,pz,0,false )
			if sx then
				dxDrawRectangle( sx-10, sy-10, 20, 20, v[4] )
				dxDrawText(i-1, sx-5,sy-5,20,20,tocolor( 0,0,0 ))
			end
		end
	end
end
addEventHandler("onClientRender", root, draw)

-- Utility functions, not related to main functionality
function getElementMatrix(element)
    local rx, ry, rz = getElementRotation(element, "ZXY")
    rx, ry, rz = math.rad(rx), math.rad(ry), math.rad(rz)
    local matrix = {}
    matrix[1] = {}
    matrix[1][1] = math.cos(rz)*math.cos(ry) - math.sin(rz)*math.sin(rx)*math.sin(ry)
    matrix[1][2] = math.cos(ry)*math.sin(rz) + math.cos(rz)*math.sin(rx)*math.sin(ry)
    matrix[1][3] = -math.cos(rx)*math.sin(ry)
    matrix[1][4] = 1

    matrix[2] = {}
    matrix[2][1] = -math.cos(rx)*math.sin(rz)
    matrix[2][2] = math.cos(rz)*math.cos(rx)
    matrix[2][3] = math.sin(rx)
    matrix[2][4] = 1

    matrix[3] = {}
    matrix[3][1] = math.cos(rz)*math.sin(ry) + math.cos(ry)*math.sin(rz)*math.sin(rx)
    matrix[3][2] = math.sin(rz)*math.sin(ry) - math.cos(rz)*math.cos(ry)*math.sin(rx)
    matrix[3][3] = math.cos(rx)*math.cos(ry)
    matrix[3][4] = 1

    matrix[4] = {}
    matrix[4][1], matrix[4][2], matrix[4][3] = getElementPosition(element)
    matrix[4][4] = 1

    return matrix
end

function getMatrixLeft(m)
    return m[1][1], m[1][2], m[1][3]
end
function getMatrixForward(m)
    return m[2][1], m[2][2], m[2][3]
end
function getMatrixUp(m)
    return m[3][1], m[3][2], m[3][3]
end
function getMatrixPosition(m)
    return m[4][1], m[4][2], m[4][3]
end

See Also

BETA: FROM VERSION 1.5.7 r19626 ONWARDS
BETA: FROM VERSION 1.6 r7485 ONWARDS
BETA: FROM VERSION 1.6 r7485 ONWARDS