lineIntersectsSurfaces: Difference between revisions
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* intersectObject: [[Object]] - the object the surface belongs to (could be proxy object) - [[objNull]] if terrain | * intersectObject: [[Object]] - the object the surface belongs to (could be proxy object) - [[objNull]] if terrain | ||
* parentObject: [[Object]] - the object proxy object belongs to (not always the same as intersect object) - [[objNull]] if terrain | * parentObject: [[Object]] - the object proxy object belongs to (not always the same as intersect object) - [[objNull]] if terrain | ||
* {{GVI|arma3|2.10|size=0.8}} [[selectionNames]]: [[Array]] of [[String]]s - Names of the intersected selections (bones). Returns {{ | * {{GVI|arma3|2.10|size=0.8}} [[selectionNames]]: [[Array]] of [[String]]s - Names of the intersected selections (bones). Returns {{hl|[]}} if there is no intersection with a selection. | ||
* {{GVI|arma3|2.10|size=0.8}} pathToBisurf: [[String]] - path to intersected surface properties (.bisurf) file. Returns {{hl|""}} if surface has no special properties. Terrain surface properties begin with {{hl|#}}, and the surface properties are defined in {{hl|CfgSurfaces}}. For example, if it returns {{hl|#GdtVRsurface01}}, properties are defined in: | * {{GVI|arma3|2.10|size=0.8}} pathToBisurf: [[String]] - path to intersected surface properties (.bisurf) file. Returns {{hl|""}} if surface has no special properties. Terrain surface properties begin with {{hl|#}}, and the surface properties are defined in {{hl|CfgSurfaces}}. For example, if it returns {{hl|#GdtVRsurface01}}, properties are defined in: <sqf inline>configFile >> "CfgSurfaces" >> "GdtVRsurface01"</sqf> | ||
|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> | ||
|x2= <sqf>arrow = "Sign_Arrow_F" createVehicle [0,0,0]; | |x2= <sqf> | ||
arrow = "Sign_Arrow_F" createVehicle [0,0,0]; | |||
onEachFrame { | onEachFrame { | ||
_ins = lineIntersectsSurfaces [ | _ins = lineIntersectsSurfaces [ | ||
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arrow setVectorUp (_ins select 0 select 1); | arrow setVectorUp (_ins select 0 select 1); | ||
hintSilent str _ins; | hintSilent str _ins; | ||
};</sqf> | }; | ||
</sqf> | |||
|x3= This should detect glass windows and wire fences (since | |x3= This should detect glass windows and wire fences (since {{arma3}} v1.52): | ||
<sqf> | <sqf> | ||
wirefence = "Land_New_WiredFence_5m_F" createVehicle position player; | wirefence = "Land_New_WiredFence_5m_F" createVehicle position player; | ||
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|timestamp= 20150827124400 | |timestamp= 20150827124400 | ||
|text= Fast check if the player is in a house: | |text= Fast check if the player is in a house: | ||
<sqf>KK_fnc_inHouse = { | <sqf> | ||
KK_fnc_inHouse = { | |||
lineIntersectsSurfaces [ | lineIntersectsSurfaces [ | ||
getPosWorld _this, | getPosWorld _this, | ||
Line 104: | Line 107: | ||
false | false | ||
}; | }; | ||
onEachFrame { hintSilent str (player call KK_fnc_inHouse) };</sqf> | onEachFrame { hintSilent str (player call KK_fnc_inHouse) }; | ||
</sqf> | |||
}} | }} | ||
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|timestamp= 20160130201000 | |timestamp= 20160130201000 | ||
|text= 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: | |text= 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: | ||
<sqf>MGI_fnc_setPosAGLS = { | <sqf> | ||
MGI_fnc_setPosAGLS = { | |||
params ["_obj", "_pos"]; | params ["_obj", "_pos"]; | ||
_wh_pos = getPosASL _obj; | _wh_pos = getPosASL _obj; | ||
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_wh_pos set [2, (getPosASL _obj select 2) - (_surface_distance)]; | _wh_pos set [2, (getPosASL _obj select 2) - (_surface_distance)]; | ||
_weaponholder setPosASL _wh_pos; | _weaponholder setPosASL _wh_pos; | ||
};</sqf> | }; | ||
</sqf> | |||
After the position (_pos) obtained in BIS_fnc_buidingPositions array: | After the position (_pos) obtained in BIS_fnc_buidingPositions array: | ||
<sqf>private _weaponHolder = createVehicle ["groundWeaponHolder", _pos, [], 0, "CAN_COLLIDE"]; | <sqf> | ||
[_weaponHolder, _pos] call MGI_fnc_setPosAGLS;</sqf> | private _weaponHolder = createVehicle ["groundWeaponHolder", _pos, [], 0, "CAN_COLLIDE"]; | ||
[_weaponHolder, _pos] call MGI_fnc_setPosAGLS; | |||
</sqf> | |||
Then fill your weapon holder. | Then fill your weapon holder. | ||
}} | }} |
Revision as of 13:39, 25 July 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, selectionNames, pathToBisurf], ...] where:
- intersectPosASL: PositionASL - the actual position where line intersects surface
- surfaceNormal: Vector - a normal to the intersected surface
- intersectObject: Object - the object the surface belongs to (could be proxy object) - objNull if terrain
- parentObject: Object - the object proxy object belongs to (not always the same as intersect object) - objNull if terrain
- 2.10 selectionNames: Array of Strings - Names of the intersected selections (bones). Returns [] if there is no intersection with a selection.
- 2.10 pathToBisurf: String - path to intersected surface properties (.bisurf) file. Returns "" if surface has no special properties. Terrain surface properties begin with #, and the surface properties are defined in CfgSurfaces. For example, if it returns #GdtVRsurface01, properties are defined in: configFile >> "CfgSurfaces" >> "GdtVRsurface01"
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 3 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;