lineIntersectsObjs: Difference between revisions

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m (Text replacement - "\|s([0-9])\= '''([^' ]+)'''([^ ]+) " to "|s$1= $2$3 ")
m (Fixed p3)
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|gr1= Math - Geometry
|gr1= Math - Geometry


|descr= Returns list of objects intersected by given line from ''begPos'' to ''endPos''.
|descr= Returns a list of objects intersected by the line from ''begPos'' to ''endPos''.


|s1= [[lineIntersectsObjs]] [begPos, endPos, withObj, ignoreObj, sortByDistance, flags]
|s1= [[lineIntersectsObjs]] [begPos, endPos, withObj, ignoreObj, sortByDistance, flags]
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|p1= begPos: [[PositionASL]] - virtual line start
|p1= begPos: [[PositionASL]] - virtual line start
|p2= endPos: [[PositionASL]] - virtual line end
|p2= endPos: [[PositionASL]] - virtual line end
|p3= withObj: [[Object]]
|p3= ignoreObj1: [[Object]] - object to ignore
|p4= ignoreObj: [[Object]]
|p4= ignoreObj2: [[Object]] - object to ignore
|p5= sortByDistance: [[Boolean]] - [[true]]: furthest object first, closest object last; [[false]]: unsorted
|p5= sortByDistance: [[Boolean]] - [[true]]: furthest object first, closest object last; [[false]]: unsorted
|p6= flags: [[Number]]
|p6= flags: [[Number]]
<br>1 - CF_ONLY_WATER  
* 1 - CF_ONLY_WATER  
<br>2 - CF_NEAREST_CONTACT  
* 2 - CF_NEAREST_CONTACT  
<br>4 - CF_ONLY_STATIC  
* 4 - CF_ONLY_STATIC  
<br>8 - CF_ONLY_DYNAMIC  
* 8 - CF_ONLY_DYNAMIC  
<br>16 - CF_FIRST_CONTACT  
* 16 - CF_FIRST_CONTACT  
<br>32 - CF_ALL_OBJECTS (Usable only with CF_FIRST_CONTACT and it will check one contact per object)
* 32 - CF_ALL_OBJECTS (Usable only with CF_FIRST_CONTACT and it will check one contact per object)
<br>Flags can be combined: 2 + 4 = 6 is CF_NEAREST_OBJECT + CF_ONLY_STATIC
Flags can be combined: 2 + 4 = 6 is CF_NEAREST_OBJECT + CF_ONLY_STATIC


|r1= [[Array]] of [[Object|Objects]] - intersecting objects
|r1= [[Array]] of [[Object|Objects]] - intersecting objects
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//Example display objects' array in the middle of the screen sorted by 6 flags</code>
//Example display objects' array in the middle of the screen sorted by 6 flags</code>


|seealso= [[lineIntersectsSurfaces]], [[lineIntersectsWith]], [[terrainIntersect]], [[terrainIntersectASL]], [[terrainIntersectAtASL]], [[lineIntersects]], [[intersect]], [[cursorObject]], [[cursorTarget]], [[checkVisibility]]
|seealso= [[lineIntersectsSurfaces]] [[lineIntersectsWith]] [[terrainIntersect]] [[terrainIntersectASL]] [[terrainIntersectAtASL]] [[lineIntersects]] [[intersect]] [[cursorObject]] [[cursorTarget]] [[checkVisibility]]
}}
}}



Revision as of 13:58, 27 July 2021

Hover & click on the images for description

Description

Description:
Returns a list of objects intersected by the line from begPos to endPos.
Groups:
Math - Geometry

Syntax

Syntax:
lineIntersectsObjs [begPos, endPos, withObj, ignoreObj, sortByDistance, flags]
Parameters:
begPos: PositionASL - virtual line start
endPos: PositionASL - virtual line end
ignoreObj1: Object - object to ignore
ignoreObj2: Object - object to ignore
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:
lineIntersectsSurfaces lineIntersectsWith terrainIntersect terrainIntersectASL terrainIntersectAtASL lineIntersects intersect cursorObject cursorTarget checkVisibility

Notes

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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.