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|p2= lodName: [[String]]
|p2= lodName: [[String]]


|p3= begPos: [[Array]] - format [[Position#PositionAGL|PositionAGL]]
|p3= begPos: [[Array]] format [[Position#PositionAGL|PositionAGL]]


|p4= endPos: [[Array]] - format [[Position#PositionAGL|PositionAGL]]
|p4= endPos: [[Array]] format [[Position#PositionAGL|PositionAGL]]


|r1= [[Array]] - array of intersections in format: [<nowiki/>[selection, distance],...], where
|r1= [[Array]] - array of intersections in format: [<nowiki/>[selection, distance],...], where
Line 42: Line 42:
The results are also sorted, closest selection first
The results are also sorted, closest selection first


|x1= <code>[_tank, "VIEW"] intersect [[1500, 1500, 2], [1550, 1500, 2]];</code>
|x1= <sqf>[_tank, "VIEW"] intersect [[1500, 1500, 2], [1550, 1500, 2]];</sqf>


|x2= <code>sphere = "Sign_Sphere10cm_F" createVehicle [0,0,0];
|x2= <sqf>sphere = "Sign_Sphere10cm_F" createVehicle [0,0,0];
onEachFrame {
onEachFrame {
_begPos = positionCameraToWorld [0,0,0];
_begPos = positionCameraToWorld [0,0,0];
_begPosASL = [[AGLToASL]] _begPos;
_begPosASL = AGLToASL _begPos;
_endPos = [[positionCameraToWorld]] [0,0,1000];
_endPos = positionCameraToWorld [0,0,1000];
_endPosASL = [[AGLToASL]] _endPos;
_endPosASL = AGLToASL _endPos;
_ins = [[lineIntersectsSurfaces]] [_begPosASL, _endPosASL, [[player]], [[objNull]], [[true]], 1, "FIRE", "NONE"];
_ins = lineIntersectsSurfaces [_begPosASL, _endPosASL, player, objNull, true, 1, "FIRE", "NONE"];
[[if]] (_ins [[isEqualTo]] []) [[exitWith]] {sphere [[setPosASL]] [0,0,0]};
if (_ins isEqualTo []) exitWith {sphere setPosASL [0,0,0]};
_ins [[select]] 0 [[params]] ["_pos", "_norm", "_obj", "_parent"];
_ins select 0 params ["_pos", "_norm", "_obj", "_parent"];
[[if]] !([[getModelInfo]] _parent [[select]] 2) [[exitWith]] {sphere [[setPosASL]] [0,0,0]};
if !(getModelInfo _parent select 2) exitWith {sphere setPosASL [0,0,0]};
_ins2 = [_parent, "FIRE"] [[intersect]] [_begPos, _endPos];
_ins2 = [_parent, "FIRE"] intersect [_begPos, _endPos];
[[if]] (_ins2 [[isEqualTo]] []) [[exitWith]] {sphere [[setPosASL]] [0,0,0]};
if (_ins2 isEqualTo []) exitWith {sphere setPosASL [0,0,0]};
_ins2 [[select]] 0 [[params]] ["_name", "_dist"];
_ins2 select 0 params ["_name", "_dist"];
_posASL = _begPosASL [[vectorAdd]] ((_begPosASL [[vectorFromTo]] _endPosASL) [[vectorMultiply]] _dist);
_posASL = _begPosASL vectorAdd ((_begPosASL vectorFromTo _endPosASL) vectorMultiply _dist);
[[drawIcon3D]] ["", [1,1,1,1], [[ASLToAGL]] _posASL, 0, 0, 0, _name, 1, 0.03, "PuristaMedium"];
drawIcon3D ["", [1,1,1,1], ASLToAGL _posASL, 0, 0, 0, _name, 1, 0.03, "PuristaMedium"];
sphere [[setPosASL]] _posASL;
sphere setPosASL _posASL;
};</code>
};</sqf>


|seealso= [[lineIntersectsSurfaces]] [[terrainIntersect]] [[terrainIntersectASL]] [[terrainIntersectAtASL]] [[lineIntersects]] [[lineIntersectsWith]] [[lineIntersectsObjs]] [[cursorObject]] [[cursorTarget]] [[checkVisibility]]
|seealso= [[lineIntersectsSurfaces]] [[terrainIntersect]] [[terrainIntersectASL]] [[terrainIntersectAtASL]] [[lineIntersects]] [[lineIntersectsWith]] [[lineIntersectsObjs]] [[cursorObject]] [[cursorTarget]] [[checkVisibility]]
Line 75: Line 75:
|timestamp= 20140327145200
|timestamp= 20140327145200
|text= Example (In {{arma3}} ver 1.14) display returned arrays on cursor entities:
|text= Example (In {{arma3}} ver 1.14) display returned arrays on cursor entities:
<code>Sto = [];
<sqf>
Sto = [];
Fn = {
Fn = {
{
{
Sto [[set]] [_foreachindex,[<nowiki/>[[cursorTarget]], _x] [[intersect]] [<nowiki/>[[ASLToAGL]] [[eyePos]] [[player]], [[screenToWorld]] [0.5,0.5]]];
Sto set [_foreachindex,[cursorTarget, _x] intersect [ASLToAGL eyePos player, screenToWorld [0.5,0.5]]];
} [[foreach]] ["FIRE", "VIEW", "GEOM", "IFIRE"];
} 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];
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]];
["sample_id", "onEachFrame", "Fn"] call BIS_fnc_addStackedEventHandler;
</code>
</sqf>
Return FIRE: [something], VIEW: [something], GEOM: [something], IFIRE: [something].
Return FIRE: [something], VIEW: [something], GEOM: [something], IFIRE: [something].
}}
}}

Latest revision as of 22:36, 28 September 2023

Hover & click on the images for description

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)
  • Arma 3 logo black.png2.02 "PHYSX" - PhysX geometry LOD
Groups:
Math - Geometry

Syntax

Syntax:
[object, lodName] intersect [begPos, endPos]
Parameters:
object: Object
lodName: String
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:
lineIntersectsSurfaces terrainIntersect terrainIntersectASL terrainIntersectAtASL lineIntersects lineIntersectsWith lineIntersectsObjs 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
ManDay - c
Posted on Jul 25, 2007 - 08:37 (UTC)
The most common LOD is "FIRE", which identifies the most detailled hitbox used for ammunition.
ffur2007slx2_5 - c
Posted on Mar 27, 2014 - 14:52 (UTC)
Example (In Arma 3 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].
Killzone_Kid - c
Posted on Aug 20, 2015 - 18:34 (UTC)
intersect will spam .rpt if passed to it object has no skeleton. Use getModelInfo to filter out those objects.