lineIntersectsObjs: Difference between revisions

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<br>Flags can be combined: 2 + 4 = 6 is CF_NEAREST_OBJECT + CF_ONLY_STATIC
<br>Flags can be combined: 2 + 4 = 6 is CF_NEAREST_OBJECT + CF_ONLY_STATIC


| [[Array]] of [[Object|Objects]] - intersecting objects
|r1= [[Array]] of [[Object|Objects]] - intersecting objects
 
|x1= <code>Sto = [];
|x1= <code>Sto = [];
Fn = {
Fn = {

Revision as of 14:20, 12 June 2021

Hover & click on the images for description

Description

Description:
Description needed
Groups:
Math - Geometry

Syntax

Syntax:
Syntax needed
Parameters:
begPos: PositionASL - virtual line start
endPos: PositionASL - virtual line end
withObj: Object
ignoreObj: Object
sortByDistance: Boolean - true: furthest object first, closest object last; false: unsorted
flags: Number
1 - CF_ONLY_WATER
2 - CF_NEAREST_CONTACT
4 - CF_ONLY_STATIC
8 - CF_ONLY_DYNAMIC
16 - CF_FIRST_CONTACT
32 - CF_ALL_OBJECTS (Usable only with CF_FIRST_CONTACT and it will check one contact per object)
Flags can be combined: 2 + 4 = 6 is CF_NEAREST_OBJECT + CF_ONLY_STATIC
Return Value:
Array of Objects - intersecting objects

Examples

Example 1:
Sto = []; Fn = { { Sto set [_foreachindex,lineIntersectsObjs [(eyePos player),(ATLtoASL screenToWorld [0.5,0.5]),objNull,objNull,false,_x]]; } forEach [1,2,4,8,16,32]; hintSilent format [" ONLY_WATER: %1, NEAREST_CONTACT: %2, ONLY_STATIC: %3, ONLY_DYNAMIC: %4, FIRST_CONTACT: %5, ALL_OBJECTS: %6", Sto select 0,Sto select 1,Sto select 2,Sto select 3,Sto select 4,Sto select 5]; }; ["sample_id","onEachFrame","Fn"] call BIS_fnc_addStackedEventHandler; //Example display objects' array in the middle of the screen sorted by 6 flags

Additional Information

See also:
lineIntersectsSurfaceslineIntersectsWithterrainIntersectterrainIntersectASLterrainIntersectAtASLlineIntersectsintersectcursorObjectcursorTargetcheckVisibility

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 March 29, 2016 - 05:07 (UTC)
AgentRev
Distance sorting is relative to object model center, and not intersect position.