SetVehicleModelDummyPosition

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This function sets the position of the dummies contained in a vehicle model. Use setVehicleComponentPosition to adjust the vehicle component positions.

Syntax

bool setVehicleModelDummyPosition ( int modelID, vehicle-dummy dummy, float x, float y, float z )

OOP Syntax Help! I don't understand this!

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


Required Arguments

  • modelID: The model ID which you want to apply the change to
  • dummy: The dummy whose position you want to change
  • posX, posY, posZ: The desired position

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: (?)Hand rest position.
  • 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 true 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