GetPedBonePosition: Difference between revisions

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{{Client function}}
{{Client function}}
Returns the 3D world coordinates of a specific bone of a given ped.
Returns the 3D world coordinates of a specific bone of a given ped.
{{Tip|If you want attach element to ped bone, use [[https://github.com/Patrick2562/mtasa-pAttach pAttach]] resource}}


==Syntax==
==Syntax==
<syntaxhighlight lang="lua">
<syntaxhighlight lang="lua">
float float float getPedBonePosition ( ped thePed, int bone )
float, float, float getPedBonePosition ( ped thePed, int bone )
</syntaxhighlight>
</syntaxhighlight>
{{OOP||[[ped]]:getBonePosition||}}


===Required Arguments===
===Required Arguments===
Line 51: Line 53:
This example renders name tags above a player's head bone.
This example renders name tags above a player's head bone.
<syntaxhighlight lang="lua">
<syntaxhighlight lang="lua">
addEventHandler("onClientRender",getRootElement(),
addEventHandler( "onClientRender",root,
   function()
   function( )
       local px, py, pz, tx, ty, tz, dist
       local px, py, pz, tx, ty, tz, dist
       px, py, pz = getCameraMatrix()
       px, py, pz = getCameraMatrix( )
      for k, v in ipairs(getElementsByType("player")) do
      for _, v in ipairs( getElementsByType ( 'player' ) ) do
         tx, ty, tz = getElementPosition(v)
         tx, ty, tz = getElementPosition( v )
         dist = math.sqrt((px - tx) ^ 2 + (py - ty) ^ 2 + (pz - tz) ^ 2)
         dist = math.sqrt( ( px - tx ) ^ 2 + ( py - ty ) ^ 2 + ( pz - tz ) ^ 2 )
         if dist < 30.0 then
         if dist < 30.0 then
             if isLineOfSightClear(px, py, pz, tx, ty, tz, true, false, false, true, false, false, getLocalPlayer()) then
             if isLineOfSightClear( px, py, pz, tx, ty, tz, true, false, false, true, false, false, false,localPlayer ) then
               local sx, sy, sz = getPedBonePosition(v, 5)
               local sx, sy, sz = getPedBonePosition( v, 5 )
               local x,y = getScreenFromWorldPosition(sx, sy, sz + 0.3)
               local x,y = getScreenFromWorldPosition( sx, sy, sz + 0.3 )
               if x then -- getScreenFromWorldPosition returns false if the point isn't on screen
               if x then -- getScreenFromWorldPosition returns false if the point isn't on screen
                  dxDrawText(getPlayerName(v), x, y, x, y, tocolor(150, 50, 0), 0.85 + (15 - dist) * 0.02, "bankgothic")
                dxDrawText( getPlayerName( v ), x, y, x, y, tocolor(150, 50, 0), 0.85 + ( 15 - dist ) * 0.02, "bankgothic" )
               end
               end
             end
             end
Line 70: Line 72:
   end
   end
)
)
</syntaxhighlight>
==Example 2==
This one draw all local player's bones
<syntaxhighlight lang="lua">
addEventHandler('onClientRender', root, function()
for bone = 1, 54 do
local bonePos = {getPedBonePosition(localPlayer, bone)}
if bonePos[1] then
local screen = {getScreenFromWorldPosition(unpack(bonePos))}
if screen[1] then
dxDrawText(''..bone, screen[1], screen[2])
end
end
end
end)
</syntaxhighlight>
</syntaxhighlight>


==See Also==
==See Also==
{{Client_ped_functions}}
{{Client_ped_functions}}
[[hu:getPedBonePosition]]
[[ru:GetPedBonePosition]]

Latest revision as of 17:47, 18 July 2023

Returns the 3D world coordinates of a specific bone of a given ped.

[[{{{image}}}|link=|]] Tip: If you want attach element to ped bone, use [pAttach] resource

Syntax

float, float, float getPedBonePosition ( ped thePed, int bone )

OOP Syntax Help! I don't understand this!

Method: ped:getBonePosition(...)


Required Arguments

  • thePed: the ped you want to inspect.
  • bone: the number of the bone to get the position of.
Bone numbers
  • 1: BONE_PELVIS1
  • 2: BONE_PELVIS
  • 3: BONE_SPINE1
  • 4: BONE_UPPERTORSO
  • 5: BONE_NECK
  • 6: BONE_HEAD2
  • 7: BONE_HEAD1
  • 8: BONE_HEAD
  • 21: BONE_RIGHTUPPERTORSO
  • 22: BONE_RIGHTSHOULDER
  • 23: BONE_RIGHTELBOW
  • 24: BONE_RIGHTWRIST
  • 25: BONE_RIGHTHAND
  • 26: BONE_RIGHTTHUMB
  • 31: BONE_LEFTUPPERTORSO
  • 32: BONE_LEFTSHOULDER
  • 33: BONE_LEFTELBOW
  • 34: BONE_LEFTWRIST
  • 35: BONE_LEFTHAND
  • 36: BONE_LEFTTHUMB
  • 41: BONE_LEFTHIP
  • 42: BONE_LEFTKNEE
  • 43: BONE_LEFTANKLE
  • 44: BONE_LEFTFOOT
  • 51: BONE_RIGHTHIP
  • 52: BONE_RIGHTKNEE
  • 53: BONE_RIGHTANKLE
  • 54: BONE_RIGHTFOOT

Returns

Returns the x, y, z world position of the bone.

Example

This example renders name tags above a player's head bone.

addEventHandler( "onClientRender",root,
   function( )
      local px, py, pz, tx, ty, tz, dist
      px, py, pz = getCameraMatrix( )
       for _, v in ipairs( getElementsByType ( 'player' ) ) do
         tx, ty, tz = getElementPosition( v )
         dist = math.sqrt( ( px - tx ) ^ 2 + ( py - ty ) ^ 2 + ( pz - tz ) ^ 2 )
         if dist < 30.0 then
            if isLineOfSightClear( px, py, pz, tx, ty, tz, true, false, false, true, false, false, false,localPlayer ) then
               local sx, sy, sz = getPedBonePosition( v, 5 )
               local x,y = getScreenFromWorldPosition( sx, sy, sz + 0.3 )
               if x then -- getScreenFromWorldPosition returns false if the point isn't on screen
                dxDrawText( getPlayerName( v ), x, y, x, y, tocolor(150, 50, 0), 0.85 + ( 15 - dist ) * 0.02, "bankgothic" )
               end
            end
         end
      end
   end
)

Example 2

This one draw all local player's bones

addEventHandler('onClientRender', root, function()
	for bone = 1, 54 do
	 local bonePos = {getPedBonePosition(localPlayer, bone)}
		if bonePos[1] then
		 local screen = {getScreenFromWorldPosition(unpack(bonePos))}
			if screen[1] then
			 dxDrawText(''..bone, screen[1], screen[2])
			end
		end
	end
end)

See Also