From Bohemia Interactive Community
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Description
- Description:
- Finds named selections in object which are in specified LOD, intersected by given section of a line. Return value is in the form of [selection, distance]. Multiple returned arrays are nested within a single array. No intersection returns []. lodName could be one of the following:
- "FIRE"
- "VIEW"
- "GEOM"
- "IFIRE" - ("I" stands for Indirect, almost the same as FIRE)
- "PHYSX" - PhysX geometry LOD (since Arma 3 v2.01.146666)
- Groups:
- Math - Geometry
Syntax
- Syntax:
- [object, lodName] intersect [begPos, endPos]
- Parameters:
- [object, lodName]: Array
- object: Object
- lodName: String
- [begPos, endPos] : Array
- begPos: Array - format PositionAGL
- endPos: Array - format PositionAGL
- Return Value:
- Array - array of intersections in format: [[selection, distance],...], where
- selection - name of intersected selection
- distance - distance from begPos
The results are also sorted, closest selection first
Examples
- Example 1:
[_tank, "VIEW"] intersect [[1500, 1500, 2], [1550, 1500, 2]];
- Example 2:
sphere = "Sign_Sphere10cm_F" createVehicle [0,0,0];
onEachFrame {
_begPos = positionCameraToWorld [0,0,0];
_begPosASL = AGLToASL _begPos;
_endPos = positionCameraToWorld [0,0,1000];
_endPosASL = AGLToASL _endPos;
_ins = lineIntersectsSurfaces [_begPosASL, _endPosASL, player, objNull, true, 1, "FIRE", "NONE"];
if (_ins isEqualTo []) exitWith {sphere setPosASL [0,0,0]};
_ins select 0 params ["_pos", "_norm", "_obj", "_parent"];
if !(getModelInfo _parent select 2) exitWith {sphere setPosASL [0,0,0]};
_ins2 = [_parent, "FIRE"] intersect [_begPos, _endPos];
if (_ins2 isEqualTo []) exitWith {sphere setPosASL [0,0,0]};
_ins2 select 0 params ["_name", "_dist"];
_posASL = _begPosASL vectorAdd ((_begPosASL vectorFromTo _endPosASL) vectorMultiply _dist);
drawIcon3D ["", [1,1,1,1], ASLToAGL _posASL, 0, 0, 0, _name, 1, 0.03, "PuristaMedium"];
sphere setPosASL _posASL;
};
Additional Information
- See also:
- lineIntersectsSurfacesterrainIntersectterrainIntersectASLterrainIntersectAtASLlineIntersectslineIntersectsWithlineIntersectsObjscursorObjectcursorTargetcheckVisibility
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
Notes
- Posted on Jul 25, 2007 - 08:37
- ManDay
-
The most common LOD is "FIRE", which identifies the most detailled hitbox used for ammunition.
- Posted on Mar 27, 2014 - 14:52
- ffur2007slx2_5
-
Example (In ArmA3 ver 1.14) display returned arrays on cursor entities:
Sto = [];
Fn = {
{
Sto set [_foreachindex,[cursortarget,_x] intersect [(asltoagl (eyepos player)),(screentoworld [0.5,0.5])]];
} foreach ["FIRE","VIEW","GEOM","IFIRE"];
hintsilent format ["FIRE: %1, VIEW: %2, GEOM: %3, IFIRE: %4",Sto select 0,Sto select 1,Sto select 2,Sto select 3];
};
["sample_id","onEachFrame","Fn"] call BIS_fnc_addStackedEventHandler;
Return FIRE: [something], VIEW: [something], GEOM: [something], IFIRE: [something].
Bottom Section
- Posted on August 20, 2015 - 18:34 (UTC)
- Killzone Kid
-
intersect will spam .rpt if passed to it object has no skeleton. Use getModelInfo to filter out those objects.