lineIntersectsSurfaces: Difference between revisions
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Lou Montana (talk | contribs) m (Text replacement - "<code>([^<]*)<nowiki\/?>([^<]*)<\/code>" to "<code>$1$2</code>") |
Pennyworth (talk | contribs) (Add alternative syntax for running multiple intersections in parallel. Minor typo corrections. Reordered see also commands to be grouped and consistent across lineIntersects pages) |
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(11 intermediate revisions by 6 users not shown) | |||
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* only a single LOD is checked for intersection. LOD2 will only be checked if LOD1 is unavailable. | * only a single LOD is checked for intersection. LOD2 will only be checked if LOD1 is unavailable. | ||
}} | }} | ||
Since {{GVI|arma3|2.20|size= 0.75}}, there is an alternative syntax that does multiple checks at once, faster than multiple calls. | |||
|s1= [[lineIntersectsSurfaces]] [begPosASL, endPosASL, ignoreObj1, ignoreObj2, sortMode, maxResults, LOD1, LOD2, returnUnique] | |s1= [[lineIntersectsSurfaces]] [begPosASL, endPosASL, ignoreObj1, ignoreObj2, sortMode, maxResults, LOD1, LOD2, returnUnique] | ||
Line 33: | Line 34: | ||
* "IFIRE" - ("I" stands for Indirect, ''almost'' identical to "FIRE") | * "IFIRE" - ("I" stands for Indirect, ''almost'' identical to "FIRE") | ||
* "NONE" | * "NONE" | ||
* {{GVI|arma3|2.02|size=0. | * {{GVI|arma3|2.02|size= 0.75}} "PHYSX" - PhysX geometry LOD | ||
* {{GVI|arma3|2.08|size=0. | * {{GVI|arma3|2.08|size= 0.75}} "ROADWAY" - only works from the top | ||
|p7since= arma3 1.52 | |p7since= arma3 1.52 | ||
Line 43: | Line 44: | ||
|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, selectionNames, pathToBisurf], ...] where: | ||
* intersectPosASL - the actual position where line intersects surface | * intersectPosASL: [[PositionASL]] - the actual position where line intersects surface | ||
* [[surfaceNormal]] - a normal to the intersected surface | * [[surfaceNormal]]: [[Vector]] - a normal to the intersected surface | ||
* intersectObject - 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 - 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= 0.75}} [[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= 0.75}} 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> | |||
| | |s2= [[lineIntersectsSurfaces]] [element1, element2, ...] | ||
|x2= <sqf>arrow = "Sign_Arrow_F" createVehicle [0,0,0]; | |s2since= arma3 2.20 | ||
|p21= elementN: [[Array]] format [begPosASL, endPosASL, ignoreObj1, ignoreObj2, sortMode, maxResults, LOD1, LOD2, returnUnique] | |||
* begPosASL: [[Array]] format [[Position#PositionASL|PositionASL]] - virtual line start | |||
* endPosASL: [[Array]] format [[Position#PositionASL|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 | |||
* LOD1: [[String]] - (Optional, default "VIEW") primary [[LOD]] to look for intersection. Can be one of: | |||
** "FIRE" | |||
** "VIEW" | |||
** "GEOM" | |||
** "IFIRE" - ("I" stands for Indirect, ''almost'' identical to "FIRE") | |||
** "NONE" | |||
** "PHYSX" - PhysX geometry LOD | |||
** "ROADWAY" - only works from the top | |||
* LOD2: [[String]] - (Optional, default "FIRE") secondary [[LOD]] to look for intersection. See ''LOD1'' for possible values | |||
* returnUnique: [[Boolean]] - (Optional, default [[true]]) when [[false]], all intersections in the same object are included, otherwise only the first one | |||
|r2= [[Array]] format [result1, result2, ...] - each result is an [[Array]] of intersections in format [<nowiki/>[intersectPosASL, surfaceNormal, intersectObj, parentObject, selectionNames, pathToBisurf], ...] | |||
* 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 | |||
* [[selectionNames]]: [[Array]] of [[String]]s - Names of the intersected selections (bones). Returns {{hl|[]}} if there is no intersection with a selection. | |||
* 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> | |||
|x2= <sqf> | |||
arrow = "Sign_Arrow_F" createVehicle [0,0,0]; | |||
onEachFrame { | onEachFrame { | ||
_ins = lineIntersectsSurfaces [ | _ins = lineIntersectsSurfaces [ | ||
Line 62: | Line 96: | ||
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> | ||
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 82: | Line 118: | ||
arrow setVectorUp (_ins select 0 select 1); | arrow setVectorUp (_ins select 0 select 1); | ||
hintSilent str _ins; | hintSilent str _ins; | ||
};</ | }; | ||
</sqf> | |||
|seealso= [[ | |x4= Alternative syntax to check intersections in parallel. Will draw a redline to the first intersecting object between the player and unit: | ||
<sqf> | |||
private _handle = addMissionEventHandler ["Draw3D", { | |||
private _enemies = units opfor; | |||
private _enemyDataArray = _enemies apply { [eyePos player, eyePos _x, player, _x] }; | |||
private _intersections = lineIntersectsSurfaces [_enemyDataArray]; | |||
{ | |||
// No intersections found, draw green '+' icon at unit | |||
if (_x isEqualTo []) then { | |||
drawIcon3D [ | |||
"\a3\ui_f\data\gui\cfg\cursors\add_gs.paa", | |||
[0, 1, 0, 1], | |||
ASLToAGL (eyePos (_enemies#_forEachIndex)), | |||
0.5, 0.5, 0, | |||
str (_enemies#_forEachIndex) | |||
]; | |||
} else { | |||
private _firstIntersection = _x#0; | |||
// Draw red line and '+' icon to first intersecting object | |||
drawIcon3D [ | |||
"\a3\ui_f\data\gui\cfg\cursors\add_gs.paa", | |||
[1, 0, 0, 1], | |||
ASLToAGL (_firstIntersection#0), | |||
0.5, 0.5, 0, | |||
str (_enemies#_forEachIndex) + "- Blocked by " + str (_firstIntersection#2) | |||
]; | |||
drawLine3D [ | |||
ASLToAGL (eyePos player), | |||
ASLToAGL (_firstIntersection#0), | |||
[1, 0, 0, 1], | |||
5 | |||
]; | |||
}; | |||
} forEach _intersections; | |||
}]; | |||
</sqf> | |||
|seealso= [[lineIntersectsObjs]] [[lineIntersectsWith]] [[lineIntersects]] [[terrainIntersectASL]] [[terrainIntersectAtASL]] [[terrainIntersect]] [[intersect]] [[cursorObject]] [[cursorTarget]] [[checkVisibility]] | |||
}} | }} | ||
Line 91: | Line 166: | ||
|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 = { | |||
lineIntersectsSurfaces [ | lineIntersectsSurfaces [ | ||
getPosWorld _this, | getPosWorld _this, | ||
Line 100: | Line 176: | ||
false | false | ||
}; | }; | ||
onEachFrame { hintSilent str (player call KK_fnc_inHouse) };</ | onEachFrame { hintSilent str (player call KK_fnc_inHouse) }; | ||
</sqf> | |||
}} | }} | ||
Line 107: | Line 184: | ||
|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 = { | |||
params ["_obj", "_pos"]; | params ["_obj", "_pos"]; | ||
_wh_pos = getPosASL _obj; | _wh_pos = getPosASL _obj; | ||
_pos set [2, ( | _pos set [2, (ATLToASL _pos select 2) - 10]; | ||
_ins = lineIntersectsSurfaces [_wh_pos, _pos,_obj, objNull, true, 1, "VIEW", "FIRE"]; | _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 }]; | _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)]; | _wh_pos set [2, (getPosASL _obj select 2) - (_surface_distance)]; | ||
_weaponholder setPosASL _wh_pos; | _weaponholder setPosASL _wh_pos; | ||
};</ | }; | ||
</sqf> | |||
After the position (_pos) obtained in BIS_fnc_buidingPositions array: | After the position (_pos) obtained in BIS_fnc_buidingPositions array: | ||
< | <sqf> | ||
[_weaponHolder, _pos] call MGI_fnc_setPosAGLS;</ | 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. | ||
}} | |||
{{Note | |||
|user= Tankbuster | |||
|timestamp= 20240106154115 | |||
|text= Note that dome_big and dome_small objects have glass roof panels which this function can't see if it intersects those windows | |||
}} | }} |
Latest revision as of 04:30, 1 December 2024
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. Since 2.20, there is an alternative syntax that does multiple checks at once, faster than multiple calls.
- 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"
Alternative Syntax
- Syntax:
- lineIntersectsSurfaces [element1, element2, ...]
- Parameters:
- elementN: Array format [begPosASL, endPosASL, ignoreObj1, ignoreObj2, sortMode, maxResults, LOD1, LOD2, returnUnique]
- 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
- LOD1: String - (Optional, default "VIEW") primary LOD to look for intersection. Can be one of:
- "FIRE"
- "VIEW"
- "GEOM"
- "IFIRE" - ("I" stands for Indirect, almost identical to "FIRE")
- "NONE"
- "PHYSX" - PhysX geometry LOD
- "ROADWAY" - only works from the top
- LOD2: String - (Optional, default "FIRE") secondary LOD to look for intersection. See LOD1 for possible values
- returnUnique: Boolean - (Optional, default true) when false, all intersections in the same object are included, otherwise only the first one
- Return Value:
- Array format [result1, result2, ...] - each result is an Array of intersections in format [[intersectPosASL, surfaceNormal, intersectObj, parentObject, selectionNames, pathToBisurf], ...]
- 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
- selectionNames: Array of Strings - Names of the intersected selections (bones). Returns [] if there is no intersection with a selection.
- 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; };
- Example 4:
- Alternative syntax to check intersections in parallel. Will draw a redline to the first intersecting object between the player and unit:
private _handle = addMissionEventHandler ["Draw3D", { private _enemies = units opfor; private _enemyDataArray = _enemies apply { [eyePos player, eyePos _x, player, _x] }; private _intersections = lineIntersectsSurfaces [_enemyDataArray]; { // No intersections found, draw green '+' icon at unit if (_x isEqualTo []) then { drawIcon3D [ "\a3\ui_f\data\gui\cfg\cursors\add_gs.paa", [0, 1, 0, 1], ASLToAGL (eyePos (_enemies#_forEachIndex)), 0.5, 0.5, 0, str (_enemies#_forEachIndex) ]; } else { private _firstIntersection = _x#0; // Draw red line and '+' icon to first intersecting object drawIcon3D [ "\a3\ui_f\data\gui\cfg\cursors\add_gs.paa", [1, 0, 0, 1], ASLToAGL (_firstIntersection#0), 0.5, 0.5, 0, str (_enemies#_forEachIndex) + "- Blocked by " + str (_firstIntersection#2) ]; drawLine3D [ ASLToAGL (eyePos player), ASLToAGL (_firstIntersection#0), [1, 0, 0, 1], 5 ]; }; } forEach _intersections; }];
Additional Information
- See also:
- lineIntersectsObjs 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
- 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;
- Posted on Jan 06, 2024 - 15:41 (UTC)
- Note that dome_big and dome_small objects have glass roof panels which this function can't see if it intersects those windows