lineIntersectsSurfaces: Difference between revisions
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|gr1= Math - Geometry | |gr1= Math - Geometry | ||
|descr= Returns list of intersections with surfaces from ''begPosASL'' to ''endPosASL'' | |descr= 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. | ||
{{Feature | | {{Feature|important| | ||
* if ''begPosASL'' is under the ground and ''endPosASL'' is above it, the command will only return intersection with the ground, this is an engine limitation and none of the intersectXXX commands will work when initiated from under the ground. | |||
* only a single LOD is checked for intersection. LOD2 will only be checked if LOD1 is unavailable. | |||
}} | |||
|s1= [[lineIntersectsSurfaces]] [begPosASL, endPosASL, ignoreObj1, ignoreObj2, sortMode, maxResults, LOD1, LOD2, returnUnique] | |||
|p1= begPosASL: [[PositionASL]] - virtual line start | |||
|p2= endPosASL: [[PositionASL]] - virtual line end | |||
|p3= ignoreObj1: [[Object]] - (Optional, default [[objNull]]) first object to ignore | |||
|p4= ignoreObj2: [[Object]] - (Optional, default [[objNull]]) second object to ignore | |||
|p5= sortMode: [[Boolean]] - (Optional, default [[true]]) [[true]]: closest to furthest, [[false]]: furthest to closest | |||
|p6= maxResults: [[Number]] - (Optional, default 1) max results to return. -1 to return every result | |||
|p7= LOD1: [[String]] - (Optional, default "VIEW") primary [[LOD]] to look for intersection {{Since|arma3|1.52|y}}<br> | |||
Can be one of: | |||
* "FIRE" | * "FIRE" | ||
* "VIEW" | * "VIEW" | ||
* "GEOM" | * "GEOM" | ||
* "IFIRE" - ("I" stands for Indirect, | * "IFIRE" - ("I" stands for Indirect, ''almost'' identical to "FIRE") | ||
* "NONE" | * "NONE" | ||
* "PHYSX" - PhysX geometry LOD | * "PHYSX" - PhysX geometry LOD {{Since|arma3|2.02|y}} | ||
|p8= LOD2: [[String]] - (Optional, default "FIRE") secondary [[LOD]] to look for intersection {{Since|arma3|1.52|y}}<br> | |||
{{ | See ''LOD1'' for possible values | ||
| | |p9= returnUnique: [[Boolean]] - (Optional, default [[true]]) when [[false]], all intersections in the same object are included not just the 1st one {{Since|arma3|1.70|y}} | ||
|r1= [[Array]] of intersections in format [<nowiki/>[intersectPosASL, surfaceNormal, intersectObj, parentObject], ...] where: | |||
|r1= [[Array]] of intersections in format [<nowiki/>[intersectPosASL, surfaceNormal, intersectObj, parentObject],...] 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 | ||
|x1= <code>_intersections = [[lineIntersectsSurfaces]] [<nowiki/>[[eyePos]] [[player]], [[aimPos]] chopper, [[player]], chopper, [[true]], -1];</code> | |x1= <code>_intersections = [[lineIntersectsSurfaces]] [<nowiki/>[[eyePos]] [[player]], [[aimPos]] chopper, [[player]], chopper, [[true]], -1];</code> | ||
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[[player]] | [[player]] | ||
]; | ]; | ||
[[if]] ([[count]] _ins == 0) [[exitWith]] {arrow [[setPosASL]] [0,0,0]}; | [[if]] ([[count]] _ins == 0) [[exitWith]] { arrow [[setPosASL]] [0,0,0] }; | ||
arrow [[setPosASL]] (_ins [[select]] 0 [[select]] 0); | arrow [[setPosASL]] (_ins [[select]] 0 [[select]] 0); | ||
arrow [[setVectorUp]] (_ins [[select]] 0 [[select]] 1); | arrow [[setVectorUp]] (_ins [[select]] 0 [[select]] 1); | ||
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"NONE" | "NONE" | ||
]; | ]; | ||
[[if]] ([[count]] _ins == 0) [[exitWith]] {arrow [[setPosASL]] [0,0,0]}; | [[if]] ([[count]] _ins == 0) [[exitWith]] { arrow [[setPosASL]] [0,0,0] }; | ||
arrow [[setPosASL]] (_ins [[select]] 0 [[select]] 0); | arrow [[setPosASL]] (_ins [[select]] 0 [[select]] 0); | ||
arrow [[setVectorUp]] (_ins [[select]] 0 [[select]] 1); | arrow [[setVectorUp]] (_ins [[select]] 0 [[select]] 1); | ||
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<dt class="note">[[User:Killzone Kid|Killzone Kid]]</dt> | <dt class="note">[[User:Killzone Kid|Killzone Kid]]</dt> | ||
<dd class="note"> | <dd class="note"> | ||
Fast check if | Fast check if the player is in a house:<code>KK_fnc_inHouse = { | ||
[[lineIntersectsSurfaces]] [ | [[lineIntersectsSurfaces]] [ | ||
[[getPosWorld]] _this, | [[getPosWorld]] _this, | ||
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_this, [[objNull]], [[true]], 1, "GEOM", "NONE" | _this, [[objNull]], [[true]], 1, "GEOM", "NONE" | ||
] [[select]] 0 [[params]] ["","","","_house"]; | ] [[select]] 0 [[params]] ["","","","_house"]; | ||
[[if]] (_house [[isKindOf]] "House") [[exitWith]] {[[true]]}; | [[if]] (_house [[isKindOf]] "House") [[exitWith]] { [[true]] }; | ||
[[false]] | [[false]] | ||
}; | }; | ||
[[onEachFrame]] {[[hintSilent]] [[str]] ([[player]] [[call]] KK_fnc_inHouse)};</code> | [[onEachFrame]] { [[hintSilent]] [[str]] ([[player]] [[call]] KK_fnc_inHouse) };</code> | ||
</dd> | </dd> | ||
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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: | 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: | ||
<code>MGI_fnc_setPosAGLS = { | <code>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"]; | _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; | ||
}; | }; | ||
</code> | </code> | ||
After the position (_pos) obtained in BIS_fnc_buidingPositions array: | After the position (_pos) obtained in BIS_fnc_buidingPositions array: | ||
<code> | <code>[[private]] _weaponHolder = [[createVehicle]] ["groundWeaponHolder", _pos, [], 0, "CAN_COLLIDE"]; | ||
[ | [_weaponHolder, _pos] [[call]] MGI_fnc_setPosAGLS; | ||
Then fill your weapon holder. | Then fill your weapon holder. | ||
</code> | </code> |
Revision as of 00:56, 8 August 2021
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: PositionASL - virtual line start
- endPosASL: 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 Template:Since
Can be one of:- "FIRE"
- "VIEW"
- "GEOM"
- "IFIRE" - ("I" stands for Indirect, almost identical to "FIRE")
- "NONE"
- "PHYSX" - PhysX geometry LOD Template:Since
- LOD2: String - (Optional, default "FIRE") secondary LOD to look for intersection Template:Since
See LOD1 for possible values - returnUnique: Boolean - (Optional, default true) when false, all intersections in the same object are included not just the 1st one Template:Since
- 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:
- lineIntersectsWithlineIntersectsObjsterrainIntersectterrainIntersectASLterrainIntersectAtASLlineIntersectsintersectcursorObjectcursorTargetcheckVisibility
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 August 27, 2015 - 12:44 (UTC)
- Killzone Kid
-
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 January 30, 2016 - 20:10 (UTC)
- Pierre MGI
-
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.