From Bohemia Interactive Community
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Description
- Description:
- Returns a list of objects intersected by the line from begPos to endPos. Since
2.20, there is an alternative syntax that does multiple checks in parallel, faster than multiple calls.
- Groups:
- Math - Geometry
Syntax
- Syntax:
- lineIntersectsObjs [begPos, endPos, ignoreObj1, ignoreObj2, sortByDistance, flags]
- Parameters:
- begPos: Array format PositionASL - virtual line start
- endPos: Array format PositionASL - virtual line end
- ignoreObj1: Object - (Optional) - object to ignore
- ignoreObj2: Object - (Optional) - object to ignore
- sortByDistance: Boolean - (Optional) - true: furthest object first, closest object last; false: unsorted
- flags: Number - (Optional)
- 1 - CF_ONLY_WATER
- 2 - CF_NEAREST_CONTACT
- 4 - CF_ONLY_STATIC
- 8 - CF_ONLY_DYNAMIC
- 16 - CF_FIRST_CONTACT
- 32 - CF_ALL_OBJECTS (Usable only with CF_FIRST_CONTACT and it will check one contact per object)
Flags can be combined: 2 + 4 = 6 is CF_NEAREST_OBJECT + CF_ONLY_STATIC - Return Value:
- Array of Objects - intersecting objects
- Syntax:
- lineIntersectsObjs [element1, element2, ...]
- Parameters:
- elementN: Array format [begPos, endPos, ignoreObj1, ignoreObj2, sortByDistance, flags]
- begPos: Array format PositionASL - virtual line start
- endPos: Array format PositionASL - virtual line end
- ignoreObj1: Object - (Optional) - object to ignore
- ignoreObj2: Object - (Optional) - object to ignore
- sortByDistance: Boolean - (Optional) - true: furthest object first, closest object last; false: unsorted
- flags: Number - (Optional)
- 1 - CF_ONLY_WATER
- 2 - CF_NEAREST_CONTACT
- 4 - CF_ONLY_STATIC
- 8 - CF_ONLY_DYNAMIC
- 16 - CF_FIRST_CONTACT
- 32 - CF_ALL_OBJECTS (Usable only with CF_FIRST_CONTACT and it will check one contact per object)
Flags can be combined: 2 + 4 = 6 is CF_NEAREST_OBJECT + CF_ONLY_STATIC - Return Value:
- Array format [result1, result2, ...] - each result is an Array of intersecting objects for the Nth element
Examples
- Example 1:
- Example 2:
- Alternative syntax to check intersections in parallel:
Additional Information
- See also:
- lineIntersectsSurfaces lineIntersectsWith lineIntersects terrainIntersectASL terrainIntersectAtASL terrainIntersect intersect cursorObject cursorTarget checkVisibility
Notes
-
Report bugs on the Feedback Tracker and/or discuss them on the Arma Discord or on the Forums.
Only post proven facts here!
Add Note
- AgentRev - c
- Posted on Mar 29, 2016 - 06:07 (UTC)
-
Distance sorting is relative to object model center, and not intersect position.