lineIntersectsSurfaces: Difference between revisions
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m (Replaced <code> with <sqf>) |
(2.09 update) |
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|p9since= arma3 1.70 | |p9since= arma3 1.70 | ||
|r1= [[Array]] of intersections in format [<nowiki/>[intersectPosASL, surfaceNormal, intersectObj, parentObject], ...] where: | |r1= [[Array]] of intersections in format [<nowiki/>[intersectPosASL, surfaceNormal, intersectObj, parentObject, selectionName, pathToBisurf], ...] where: | ||
* intersectPosASL - the actual position where line intersects surface | * intersectPosASL - the actual position where line intersects surface | ||
* [[surfaceNormal]] - a normal to the intersected surface | * [[surfaceNormal]] - a normal to the intersected surface | ||
* intersectObject - the object the surface belongs to (could be proxy object) - [[objNull]] if terrain | * 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 | * parentObject - the object proxy object belongs to (not always the same as intersect object) - [[objNull]] if terrain | ||
* [[selectionNames|selectionName]] - the selection which intersects (Since {{GVI|arma3|2.09}}) | |||
* pathToBisurf - the surface type to the intersected surface (Since {{GVI|arma3|2.09}}) | |||
|x1= <sqf>_intersections = lineIntersectsSurfaces [eyePos player, aimPos chopper, player, chopper, true, -1];</sqf> | |x1= <sqf>_intersections = lineIntersectsSurfaces [eyePos player, aimPos chopper, player, chopper, true, -1];</sqf> |
Revision as of 08:27, 28 June 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, selectionName, pathToBisurf], ...] 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
- selectionName - the selection which intersects (Since 2.09)
- pathToBisurf - the surface type to the intersected surface (Since 2.09)
Examples
- Example 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:
- 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:
After the position (_pos) obtained in BIS_fnc_buidingPositions array: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; };Then fill your weapon holder.private _weaponHolder = createVehicle ["groundWeaponHolder", _pos, [], 0, "CAN_COLLIDE"]; [_weaponHolder, _pos] call MGI_fnc_setPosAGLS;