Raycasting::testPointToPoint: Difference between revisions
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mp.events.add('render', () => { | mp.events.add('render', () => { | ||
const startPosition = | const startPosition = mp.players.local.getBoneCoords(12844, 0.5, 0, 0); | ||
const endPosition = new mp.Vector3(0, 0, 75); | const endPosition = new mp.Vector3(0, 0, 75); | ||
Revision as of 14:17, 7 July 2018
This function casts a ray from Point1 to Point2 and returns the position and entity of what's in the way, or undefined if the way is cleared.
Flags are intersection bit flags. They tell the ray what to care about and what not to care about when casting. Passing -1 will intersect with everything, presumably.
Flags:
1: Intersect with map
2: Intersect with vehicles (used to be mission entities?) (includes train)
4: Intersect with peds? (same as 8)
8: Intersect with peds? (same as 4)
16: Intersect with objects
32: Unknown
64: Unknown
128: Unknown
256: Intersect with vegetation (plants, coral. trees not included)
NOTE: Raycasts that intersect with mission_entites (flag = 2) has limited range and will not register for far away entites. The range seems to be about 30 metres.
Syntax
mp.raycasting.testPointToPoint(pos1, pos2, [ignoredEntity], [flags]);
Required Arguments
- pos1: Vector3
- pos2: Vector3
- ignoreEntity: Entity handle or object
- flags: Int
Return value
- object
Example
mp.events.add('render', () => {
const startPosition = mp.players.local.getBoneCoords(12844, 0.5, 0, 0);
const endPosition = new mp.Vector3(0, 0, 75);
const hitData = mp.raycasting.testPointToPoint(startPosition, endPosition);
if (!hitData) {
mp.game.graphics.drawLine(startPosition.x, startPosition.y, startPosition.z, endPosition.x, endPosition.y, endPosition.z, 255, 255, 255, 255); // Is in line of sight
} else {
mp.game.graphics.drawLine(startPosition.x, startPosition.y, startPosition.z, endPosition.x, endPosition.y, endPosition.z, 255, 0, 0, 255); // Is NOT in line of sight
}
});