lineIntersectsWith: Difference between revisions

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{{Command|= Comments
{{RV|type=command
____________________________________________________________________________________________


| arma2oa |= Game name
|game1= arma2oa
|version1= 1.62


|1.61|= Game version
|game2= tkoh
____________________________________________________________________________________________
|version2= 1.00


| Checks for object intersection with a virtual line between two positions. Returns true if intersects with an object. |= Description
|game3= arma3
____________________________________________________________________________________________
|version3= 0.50


| '''lineIntersects''' [begPos, endPos, withObj, ignoreObj, sortByDist] |= Syntax
|arg= global


|p1= begPos: [[PositionASL]] |= Parameter 1
|gr1= Math - Geometry
|p2= endPos: [[PositionASL]] |= Parameter 2
|p3= withObj: [[Array]] of object types ''e.g. ["All"]'' |= Parameter 3
|p4= ignoreObj: [[Array]] of ignored object types ''e.g. ["Car"]'' |= Parameter 4
|p5= sortByDist: [[Boolean]] - sort intersecting objects by distance |= Parameter 5


| [[Array]] - intersecting objects |= Return value
|descr= Returns objects intersecting with the virtual line from ''begPos'' to ''endPos''. By default, the resulting array of intersecting objects is unsorted (see ''[[#Syntax|sortByDistance]]'').
____________________________________________________________________________________________
{{Feature|informative|
 
* Does not work under water.
|x1= <pre>lineIntersectsWith [getPosASL player, getPosASL chopper, ["All"], [], true]</pre> |= Example 1
* Max hardcoded distance is 1000m.
____________________________________________________________________________________________
}}
Since {{GVI|arma3|2.20|size= 0.75}}, there is an alternative syntax that does multiple checks in parallel, faster than multiple calls.
 
|s1= [[lineIntersectsWith]] [begPos, endPos, objIgnore1, objIgnore2, sortByDistance]
 
|p1= begPos: [[Array]] format [[Position#PositionASL|PositionASL]] - virtual line start
 
|p2= endPos: [[Array]] format [[Position#PositionASL|PositionASL]] - virtual line end
 
|p3= objIgnore1: [[Object]] - (Optional) object to ignore. When testing intersections from an object/unit/vehicle, pass that object here to prevent intersections inside of the object.
 
|p4= objIgnore2: [[Object]] - (Optional) another object to ignore. When testing intersections of a line between two objects, pass the second object here to prevent intersections inside of it being reported
 
|p5= sortByDistance: [[Boolean]] - (Optional) [[true]]: sort by '''desc'''ending distance (furthermost object first, closest object last); [[false]]: unsorted
 
|r1= [[Array]] - intersecting objects
 
|s2= [[lineIntersectsWith]] <noWiki>[[</nowiki>element1, element2, ...<noWiki>]]</noWiki>
 
|s2since= arma3 2.20


| [[terrainIntersect]], [[lineIntersects]] |= See also
|p21= elementN: [[Array]] format [begPos, endPos, objIgnore1, objIgnore2, sortByDistance]
* begPos: [[Array]] format [[Position#PositionASL|PositionASL]] - virtual line start
* endPos: [[Array]] format [[Position#PositionASL|PositionASL]] - virtual line end
* objIgnore1: [[Object]] - (Optional) object to ignore. When testing intersections from an object/unit/vehicle, pass that object here to prevent intersections inside of the object.
* objIgnore2: [[Object]] - (Optional) another object to ignore. When testing intersections of a line between two objects, pass the second object here to prevent intersections inside of it being reported
* sortByDistance: [[Boolean]] - (Optional) [[true]]: sort by '''desc'''ending distance (furthermost object first, closest object last); [[false]]: unsorted


}}
|r2= [[Array]] format [result1, result2, ...] - each result is an [[Array]] of intersecting objects for the Nth element
 
|x1= <sqf>_objects = lineIntersectsWith [eyePos player, AGLToASL screenToWorld [0.5, 0.5]];</sqf>


<h3 style="display:none">Notes</h3>
|x2= Sort by distance:
<dl class="command_description">
<sqf>_objects = lineIntersectsWith [eyePos player, AGLToASL screenToWorld [0.5, 0.5], objNull, objNull, true];</sqf>
<!-- Note Section BEGIN -->


<dd class="notedate">Posted on may 31, 2012 - 10:50 (CEST)
|x3= Ignore objects:
<dt class="note">'''[[User:Lou Montana|Lou Montana]]'''
<sqf>_objects = lineIntersectsWith [eyePos player, aimPos chopper, player, chopper];</sqf>
<dd class="note">Please note the difference :
*terrainIntersect
*lineIntersect'''''s'''''
*lineIntersect'''''s'''''With


<!-- Note Section END -->
|x4= Alternative syntax to check intersections in parallel:
</dl>
<sqf>
private _enemies = units opfor;
private _enemyDataArray = _enemies apply { [eyePos player, aimPos _x, player, _x, true] };
private _result = lineIntersectsWith [_enemyDataArray];
</sqf>


<h3 style="display:none">Bottom Section</h3>
|seealso= [[lineIntersectsSurfaces]] [[lineIntersectsObjs]] [[lineIntersects]] [[terrainIntersect]] [[terrainIntersectASL]] [[terrainIntersectAtASL]] [[intersect]] [[cursorObject]] [[cursorTarget]] [[checkVisibility]]
}}


[[Category:ArmA 2 OA: New Scripting Commands List|{{uc:{{PAGENAME}}}}]]
{{Note
[[Category:Scripting Commands ArmA2|{{uc:{{PAGENAME}}}}]]
|user= Lou Montana
[[Category:Scripting_Commands_Take_On_Helicopters|{{uc:{{PAGENAME}}}}]]
|timestamp= 20120531105000
[[Category:Scripting Commands|{{uc:{{PAGENAME}}}}]]
|text= Please note the difference :
* terrainIntersect
* terrainIntersectASL
* lineIntersect'''''s'''''
* lineIntersect'''''s'''''With
* lineIntersect'''''s'''''Objs
* intersect
}}

Latest revision as of 18:20, 16 May 2025

Hover & click on the images for description

Description

Description:
Returns objects intersecting with the virtual line from begPos to endPos. By default, the resulting array of intersecting objects is unsorted (see sortByDistance).
  • Does not work under water.
  • Max hardcoded distance is 1000m.
Since Arma 3 logo black.png 2.20, there is an alternative syntax that does multiple checks in parallel, faster than multiple calls.
Groups:
Math - Geometry

Syntax

Syntax:
lineIntersectsWith [begPos, endPos, objIgnore1, objIgnore2, sortByDistance]
Parameters:
begPos: Array format PositionASL - virtual line start
endPos: Array format PositionASL - virtual line end
objIgnore1: Object - (Optional) object to ignore. When testing intersections from an object/unit/vehicle, pass that object here to prevent intersections inside of the object.
objIgnore2: Object - (Optional) another object to ignore. When testing intersections of a line between two objects, pass the second object here to prevent intersections inside of it being reported
sortByDistance: Boolean - (Optional) true: sort by descending distance (furthermost object first, closest object last); false: unsorted
Return Value:
Array - intersecting objects

Alternative Syntax

Syntax:
lineIntersectsWith [[element1, element2, ...]]
Parameters:
elementN: Array format [begPos, endPos, objIgnore1, objIgnore2, sortByDistance]
  • begPos: Array format PositionASL - virtual line start
  • endPos: Array format PositionASL - virtual line end
  • objIgnore1: Object - (Optional) object to ignore. When testing intersections from an object/unit/vehicle, pass that object here to prevent intersections inside of the object.
  • objIgnore2: Object - (Optional) another object to ignore. When testing intersections of a line between two objects, pass the second object here to prevent intersections inside of it being reported
  • sortByDistance: Boolean - (Optional) true: sort by descending distance (furthermost object first, closest object last); false: unsorted
Return Value:
Array format [result1, result2, ...] - each result is an Array of intersecting objects for the Nth element

Examples

Example 1:
_objects = lineIntersectsWith [eyePos player, AGLToASL screenToWorld [0.5, 0.5]];
Example 2:
Sort by distance:
_objects = lineIntersectsWith [eyePos player, AGLToASL screenToWorld [0.5, 0.5], objNull, objNull, true];
Example 3:
Ignore objects:
_objects = lineIntersectsWith [eyePos player, aimPos chopper, player, chopper];
Example 4:
Alternative syntax to check intersections in parallel:
private _enemies = units opfor; private _enemyDataArray = _enemies apply { [eyePos player, aimPos _x, player, _x, true] }; private _result = lineIntersectsWith [_enemyDataArray];

Additional Information

See also:
lineIntersectsSurfaces lineIntersectsObjs lineIntersects terrainIntersect terrainIntersectASL terrainIntersectAtASL 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
Lou Montana - c
Posted on May 31, 2012 - 10:50 (UTC)
Please note the difference :
  • terrainIntersect
  • terrainIntersectASL
  • lineIntersects
  • lineIntersectsWith
  • lineIntersectsObjs
  • intersect