wasnt drawing at the correct location just the first location. cleaned up prints in particles
148 lines
5.3 KiB
Lua
148 lines
5.3 KiB
Lua
---@diagnostic disable: duplicate-set-field
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Marker = {}
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local Created = setmetatable({}, { __mode = "k" }) --what is mode?
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local Ids = Ids or Require("lib/utility/shared/ids.lua")
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local point = Point or Require("lib/points/client/points.lua")
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local loopRunning = false
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local Drawing = {}
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--- This will validate the marker data.
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--- @param data table{position: vector3, offset: vector3, rotation: vector3, size: vector3, color: vector3, alpha: number, bobUpAndDown: boolean, marker: number, interaction: function}
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--- @return boolean
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local function validateMarkerData(data)
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if not data.position or not data.position.x or not data.position.y or not data.position.z then
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print("Invalid marker position. Must be a vector3 with x, y, and z coordinates.")
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return false
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end
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if data.offset and (not data.offset.x or not data.offset.y or not data.offset.z) then
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print("Invalid marker offset. Must be a vector3 with x, y, and z coordinates.")
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return false
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end
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if data.rotation and (not data.rotation.x or not data.rotation.y or not data.rotation.z) then
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print("Invalid marker rotation. Must be a vector3 with x, y, and z coordinates.")
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return false
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end
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return true
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end
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--- This will create a marker.
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--- @param data table{position: vector3, offset: vector3, rotation: vector3, size: vector3, color: vector3, alpha: number, bobUpAndDown: boolean, marker: number, interaction: function}
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--- @return string|nil
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function Marker.Create(data)
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local _id = data.id or Ids.CreateUniqueId(Created)
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if not validateMarkerData(data) then return end
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local basePosition = data.position or vector3(0.0, 0.0, 0.0)
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local baseOffset = data.offset or vector3(0.0, 0.0, 0.0)
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local data = {
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id = _id,
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position = vector3(basePosition.x + baseOffset.x, basePosition.y + baseOffset.y, basePosition.z + baseOffset.z),
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marker = data.marker or 1,
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rotation = data.rotation or vector3(0, 0, 0),
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size = data.size or vector3(1.0, 1.0, 1.0),
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color = data.color or vector3(0, 255, 0),
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alpha = data.alpha or 255,
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bobUpAndDown = data.bobUpAndDown,
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-- interaction = data.interaction or false, -- Uncomment if you re-implement interaction logic
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rotate = data.rotate,
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textureDict = data.textureDict,
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textureName = data.textureName,
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drawOnEnts = data.drawOnEnts,
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}
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Created[_id] = data
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point.Register(
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_id, data.position, data.drawDistance or 50.0, data,
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function(_)
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if not Created[_id] then return point.Remove(_id) end
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Drawing[_id] = Created[_id]
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Marker.Run()
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end,
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function(markerData)
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Drawing[_id] = nil
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end, nil
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)
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return _id
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end
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--- This will remove a marker.
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--- @param id string
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--- @return boolean
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function Marker.Remove(id)
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if not Created[id] then return false end
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point.Remove(id)
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Drawing[id] = nil
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Created[id] = nil
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return true
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end
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--- This will remove all markers.
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--- @param id string
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function Marker.RemoveAll()
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for id, _ in pairs(Created) do
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point.Remove(id)
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Created[id] = nil
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end
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end
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-- This will loop through all marker(points) in range and draw them.
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-- @param data table{marker: number, position: vector3, rotation: vector3, size: vector3, color: vector3, alpha: number, bobUpAndDown: boolean, faceCamera: boolean, rotate: boolean, textureDict: string, textureName: string, drawOnEnts: boolean}
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-- @return nil
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function Marker.Run()
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if loopRunning then return end
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loopRunning = true
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CreateThread(function()
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while loopRunning do
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if not next(Created) then
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loopRunning = false
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return
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end
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for drawingId, drawingData in pairs(Drawing) do
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if not Created[drawingId] then
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Drawing[drawingId] = nil
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goto continue
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end
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DrawMarker(
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drawingData.marker,
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drawingData.position.x, drawingData.position.y, drawingData.position.z,
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0.0, 0.0, 0.0,
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drawingData.rotation.x, drawingData.rotation.y, drawingData.rotation.z,
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drawingData.size.x, drawingData.size.y, drawingData.size.z,
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drawingData.color.x, drawingData.color.y, drawingData.color.z, drawingData.alpha,
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drawingData.bobUpAndDown, drawingData.faceCamera, false,
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drawingData.rotate, drawingData.textureDict, drawingData.textureName, drawingData.drawOnEnts
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)
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::continue::
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end
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Wait(3)
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end
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end)
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end
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RegisterNetEvent("community_bridge:Client:Marker", function(data)
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Marker.Create(data)
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end)
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RegisterNetEvent("community_bridge:Client:MarkerBulk", function(datas)
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if not datas then return end
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for _, data in pairs(datas) do
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Marker.Create(data)
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end
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end)
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RegisterNetEvent("community_bridge:Client:MarkerRemove", function(id)
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Marker.Remove(id)
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end)
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RegisterNetEvent("community_bridge:Client:MarkerRemoveBulk", function(ids)
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if not ids then return end
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for _, id in pairs(ids) do
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Marker.Remove(id)
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end
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end)
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exports("Marker", Marker)
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return Marker
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