lineIntersectsSurfaces: Difference between revisions
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Lou Montana (talk | contribs) m (Text replacement - "<code>([^<]*)\[\[([a-zA-Z][a-zA-Z0-9_]+)\]\]([^<]*) *<\/code>" to "<code>$1$2$3</code>") |
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|x2= <code>arrow = "Sign_Arrow_F" createVehicle [0,0,0]; | |x2= <code>arrow = "Sign_Arrow_F" createVehicle [0,0,0]; | ||
onEachFrame { | |||
_ins = [[lineIntersectsSurfaces]] [ | _ins = [[lineIntersectsSurfaces]] [ | ||
[[AGLToASL]] [[positionCameraToWorld]] [0,0,0], | [[AGLToASL]] [[positionCameraToWorld]] [0,0,0], | ||
Line 65: | Line 65: | ||
|x3= This should detect glass windows and wire fences (since Arma v1.52): | |x3= This should detect glass windows and wire fences (since Arma v1.52): | ||
<code>wirefence = "Land_New_WiredFence_5m_F" createVehicle | <code>wirefence = "Land_New_WiredFence_5m_F" createVehicle position [[player]]; | ||
arrow = "Sign_Arrow_F" [[createVehicle]] [0,0,0]; | arrow = "Sign_Arrow_F" [[createVehicle]] [0,0,0]; | ||
[[onEachFrame]] { | [[onEachFrame]] { | ||
Line 93: | Line 93: | ||
<code>KK_fnc_inHouse = { | <code>KK_fnc_inHouse = { | ||
lineIntersectsSurfaces [ | lineIntersectsSurfaces [ | ||
getPosWorld _this, | |||
[[getPosWorld]] _this [[vectorAdd]] [0, 0, 50], | [[getPosWorld]] _this [[vectorAdd]] [0, 0, 50], | ||
_this, [[objNull]], [[true]], 1, "GEOM", "NONE" | _this, [[objNull]], [[true]], 1, "GEOM", "NONE" | ||
Line 109: | Line 109: | ||
<code>MGI_fnc_setPosAGLS = { | <code>MGI_fnc_setPosAGLS = { | ||
params ["_obj", "_pos"]; | params ["_obj", "_pos"]; | ||
_wh_pos = | _wh_pos = getPosASL _obj; | ||
_pos [[set]] [2, ([[ATLtoASL]] _pos [[select]] 2) - 10]; | _pos [[set]] [2, ([[ATLtoASL]] _pos [[select]] 2) - 10]; |
Revision as of 13:02, 12 May 2022
Description
- Description:
- Returns a list of intersections with surfaces and ground from begPosASL to endPosASL. Doesn't return intersection with sea surface. Works underwater, unlike lineIntersects. Hardcoded max distance: 5000m.
- Groups:
- Math - Geometry
Syntax
- Syntax:
- lineIntersectsSurfaces [begPosASL, endPosASL, ignoreObj1, ignoreObj2, sortMode, maxResults, LOD1, LOD2, returnUnique]
- Parameters:
- begPosASL: Array format PositionASL - virtual line start
- endPosASL: Array format PositionASL - virtual line end
- ignoreObj1: Object - (Optional, default objNull) first object to ignore
- ignoreObj2: Object - (Optional, default objNull) second object to ignore
- sortMode: Boolean - (Optional, default true) true: closest to furthest, false: furthest to closest
- maxResults: Number - (Optional, default 1) max results to return. -1 to return every result
- since 1.52
- LOD1: String - (Optional, default "VIEW") primary LOD to look for intersection. Can be one of:
- since 1.52
- LOD2: String - (Optional, default "FIRE") secondary LOD to look for intersection. See LOD1 for possible values
- since 1.70
- returnUnique: Boolean - (Optional, default true) when false, all intersections in the same object are included, otherwise only the first one
- Return Value:
- Array of intersections in format [[intersectPosASL, surfaceNormal, intersectObj, parentObject], ...] where:
- intersectPosASL - the actual position where line intersects surface
- surfaceNormal - a normal to the intersected surface
- intersectObject - the object the surface belongs to (could be proxy object) - objNull if terrain
- parentObject - the object proxy object belongs to (not always the same as intersect object) - objNull if terrain
Examples
- Example 1:
_intersections = lineIntersectsSurfaces [eyePos player, aimPos chopper, player, chopper, true, -1];
- Example 2:
arrow = "Sign_Arrow_F" createVehicle [0,0,0]; onEachFrame { _ins = lineIntersectsSurfaces [ AGLToASL positionCameraToWorld [0,0,0], AGLToASL positionCameraToWorld [0,0,1000], player ]; if (count _ins == 0) exitWith { arrow setPosASL [0,0,0] }; arrow setPosASL (_ins select 0 select 0); arrow setVectorUp (_ins select 0 select 1); hintSilent str _ins; };
- Example 3:
- This should detect glass windows and wire fences (since Arma v1.52):
wirefence = "Land_New_WiredFence_5m_F" createVehicle position player; arrow = "Sign_Arrow_F" createVehicle [0,0,0]; onEachFrame { _ins = lineIntersectsSurfaces [ AGLToASL positionCameraToWorld [0,0,0], AGLToASL positionCameraToWorld [0,0,1000], player, objNull, true, 1, "GEOM", "NONE" ]; if (count _ins == 0) exitWith { arrow setPosASL [0,0,0] }; arrow setPosASL (_ins select 0 select 0); arrow setVectorUp (_ins select 0 select 1); hintSilent str _ins; };
Additional Information
- See also:
- lineIntersectsWith lineIntersectsObjs terrainIntersect terrainIntersectASL terrainIntersectAtASL lineIntersects 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
- Posted on Aug 27, 2015 - 12:44 (UTC)
-
Fast check if the player is in a house:
KK_fnc_inHouse = { lineIntersectsSurfaces [ getPosWorld _this, getPosWorld _this vectorAdd [0, 0, 50], _this, objNull, true, 1, "GEOM", "NONE" ] select 0 params ["","","","_house"]; if (_house isKindOf "House") exitWith { true }; false }; onEachFrame { hintSilent str (player call KK_fnc_inHouse) };
- Posted on Jan 30, 2016 - 20:10 (UTC)
-
This command is useful to place weaponholder (and then spawned weapons) on floor of houses, correcting the spawn position (can_collide) to intersect with floor:
MGI_fnc_setPosAGLS = { params ["_obj", "_pos"]; _wh_pos = getPosASL _obj; _pos set [2, (ATLtoASL _pos select 2) - 10]; _ins = lineIntersectsSurfaces [_wh_pos, _pos,_obj, objNull, true, 1, "VIEW", "FIRE"]; _surface_distance = if (count _ins > 0) then [{ (_ins select 0 select 0) distance _wh_pos }, { 0 }]; _wh_pos set [2, (getPosASL _obj select 2) - (_surface_distance)]; _weaponholder setPosASL _wh_pos; };
After the position (_pos) obtained in BIS_fnc_buidingPositions array:private _weaponHolder = createVehicle ["groundWeaponHolder", _pos, [], 0, "CAN_COLLIDE"]; [_weaponHolder, _pos] call MGI_fnc_setPosAGLS;
Then fill your weapon holder.