Dayz Explorer
1.24.157551 (v105080)
Dayz Code Explorer by Zeroy
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Modules | |
Ocean API | |
Typedefs | |
typedef int[] | hDecal |
Functions | |
proto native hDecal | CreateDecal (IEntity entity, vector origin, vector project, float nearclip, float angle, float size, string materialName, float lifetime, int flags) |
proto native void | RemoveDecal (hDecal decal) |
proto native hDecal | CreateLandMarkDecal (IEntity entity, vector origin, vector normal, float edgeSize, float lifeTime, string materialName, hDecal prevDecal, float alpha) |
proto native int | CanAddToLandMarkDecal (hDecal lmDecal, IEntity entity, string mat, vector newPoint) |
proto native bool | AddPointToLandMarkDecal (hDecal lmDecal, vector point, vector normal, float alpha) |
proto native void | FinalizeLandMarkDecal (hDecal lmDecal, bool addAlpha, float alphaDist) |
proto native bool | IsLandMarkFinalized (hDecal lmDecal) |
proto native vector | GetLastLandMarkPoint (hDecal lmDecal) |
proto native void | SetGlobalLandMarkParams (float minSegmentLength, float maxSegmentLength, float degAngle) |
proto native bool AddPointToLandMarkDecal | ( | hDecal | lmDecal, |
vector | point, | ||
vector | normal, | ||
float | alpha | ||
) |
add new point to decal, internally, new point is added when previous point is in some distance or the angle is more than some threshold
lmDecal | entity to add new landmark point |
point | contact point |
normal | normal of contact |
alpha | translucency in point |
proto native int CanAddToLandMarkDecal | ( | hDecal | lmDecal, |
IEntity | entity, | ||
string | mat, | ||
vector | newPoint | ||
) |
is it possible to add new point to landmark decal?
lmDecal | entity to add new landmark point |
entity | entity to add new landmark point |
mat | material of decal |
newpoint | new point to add |
proto native hDecal CreateDecal | ( | IEntity | entity, |
vector | origin, | ||
vector | project, | ||
float | nearclip, | ||
float | angle, | ||
float | size, | ||
string | materialName, | ||
float | lifetime, | ||
int | flags | ||
) |
Creates single visual mark, e.g. from shots when lifetime=0, pointer to decal is returned, that can be removed by RemoveDecal then
entity | entity where the landmark should be created |
origin | first point of the decal, nothing is done now |
project | projection direction (length is far clipping distance) |
nearclip | near clipping distance |
materialName | Material used for decal |
lifetime | Lifetime in seconds |
flags | Not used ATM |
proto native hDecal CreateLandMarkDecal | ( | IEntity | entity, |
vector | origin, | ||
vector | normal, | ||
float | edgeSize, | ||
float | lifeTime, | ||
string | materialName, | ||
hDecal | prevDecal, | ||
float | alpha | ||
) |
Creates continous visual mark, e.g. from wheel when a car is moving on the ground
entity | entity where the landmark should be created (only terrain is supported ATM) |
origin | first point of the decal, nothing is done now |
normal | normal of surface |
edgesize | Edge size of decal |
lifetime | Lifetime in seconds |
materialName | Material used for decal |
prev | Previous decal, we are connecting to |
alpha | translucency of point |
finalize landmark adding, e.g. when entity lose contact with ground -> the pointer to decal should have only world and entity if it has something to render, otherwise it's destroyed here
lmDecal | entity to add new landmark point |
addAlpha | if to add last point with transition to zero alpha |
alphaDist | distance to add last point |
return last landmark point or -65535.0 in all components
lmDecal | decal to test |
return if landmark was finalized
lmDecal | decal to test |
proto native void RemoveDecal | ( | hDecal | decal | ) |
proto native void SetGlobalLandMarkParams | ( | float | minSegmentLength, |
float | maxSegmentLength, | ||
float | degAngle | ||
) |
set global parameters for landmark generation
minSegmentLength | minimum length segment, when new point is added (4 default), when is less, just the end position is on the fly updated |
maxSegmentLength | maximum segment length, when length is bigger, the path is finished |
degAngle | angle in degrees, when is more, the path is finished |