lineIntersectsObjs: Difference between revisions

From Bohemia Interactive Community
Jump to navigation Jump to search
m (Text replacement - " *\| *([Cc]omments|COMMENTS|Game|[Gg]ame [Nn]ame|Game [Vv]ersion|Game Version \(number surrounded by NO SPACES\)|Multiplayer Arguments( \("local" or "global"\))?|Effects|Multiplayer Effects( \("local" or "global"\))?|Multiplayer Exe...)
m (Some wiki formatting)
 
(47 intermediate revisions by 4 users not shown)
Line 1: Line 1:
{{Command
{{RV|type=command
 
|game1= arma3
|version1= 1.10


| arma3
|1.10
|arg= global
|arg= global


|gr1= Math - Geometry
|gr1= Math - Geometry


| 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, ignoreObj1, ignoreObj2, sortByDistance, flags]
 
|p1= begPos: [[Array]] format [[Position#PositionASL|PositionASL]] - virtual line start


| '''lineIntersectsObjs''' [begPos, endPos, withObj, ignoreObj, sortByDistance, flags]
|p2= endPos: [[Array]] format [[Position#PositionASL|PositionASL]] - virtual line end
 
|p3= ignoreObj1: [[Object]] - object to ignore
 
|p4= ignoreObj2: [[Object]] - object to ignore


|p1= begPos: [[PositionASL]] - virtual line start
|p2= endPos: [[PositionASL]] - virtual line end
|p3= withObj: [[Object]]
|p4= ignoreObj: [[Object]]
|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


| [[Array]] of [[Object|Objects]] - intersecting objects
|r1= [[Array]] of [[Object]]s - intersecting objects
|x1= <code>Sto = [];
 
Fn = {
|x1= <sqf>
  {
data = [];
    Sto [[set]] [_foreachindex,[[lineIntersectsObjs]] [([[eyePos]] [[player]]),([[ATLtoASL]] [[screenToWorld]] [0.5,0.5]),[[objNull]],[[objNull]],[[false]],_x]];
displayFunction = {
  } [[forEach]] [1,2,4,8,16,32];
{
  [[hintSilent]] [[format]] ["
data set [_foreachindex, lineIntersectsObjs [eyePos player, ATLToASL screenToWorld [0.5, 0.5], objNull, objNull, false, _x]];
  ONLY_WATER: %1,
} forEach [1, 2, 4, 8, 16, 32];
  NEAREST_CONTACT: %2,
 
  ONLY_STATIC: %3,
hintSilent format ["ONLY_WATER: %1\nNEAREST_CONTACT: %2\nONLY_STATIC: %3\nONLY_DYNAMIC: %4\nFIRST_CONTACT: %5\nALL_OBJECTS: %6",
  ONLY_DYNAMIC: %4,
data select 0, data select 1, data select 2, data select 3, data select 4, data select 5];
  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</code>


| [[lineIntersectsSurfaces]], [[lineIntersectsWith]], [[terrainIntersect]], [[terrainIntersectASL]], [[terrainIntersectAtASL]], [[lineIntersects]], [[intersect]], [[cursorObject]], [[cursorTarget]], [[checkVisibility]]
["sample_id", "onEachFrame", "displayFunction"] call BIS_fnc_addStackedEventHandler;
// example display objects' array in the middle of the screen sorted by 6 flags
</sqf>


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


 
{{Note
 
|user= AgentRev
<h3 style="display:none">Bottom Section</h3>
|timestamp= 20160329060700
 
|text= Distance sorting is relative to object model center, and not intersect position.
{{GameCategory|arma3|Scripting Commands}}
}}
[[Category:Scripting Commands|{{uc:{{PAGENAME}}}}]]
 
<!-- CONTINUE Notes -->
<dl class="command_description">
<dd class="notedate">Posted on March 29, 2016 - 05:07 (UTC)</dd>
<dt class="note">[[User:AgentRevolution|AgentRev]]</dt>
<dd class="note">
Distance sorting is relative to object model center, and not intersect position.
</dd>
</dl>
<!-- DISCONTINUE Notes -->

Latest revision as of 12:39, 22 March 2024

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, ignoreObj1, ignoreObj2, sortByDistance, flags]
Parameters:
begPos: Array format PositionASL - virtual line start
endPos: Array format 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:
data = []; displayFunction = { { data 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\nNEAREST_CONTACT: %2\nONLY_STATIC: %3\nONLY_DYNAMIC: %4\nFIRST_CONTACT: %5\nALL_OBJECTS: %6", data select 0, data select 1, data select 2, data select 3, data select 4, data select 5]; }; ["sample_id", "onEachFrame", "displayFunction"] 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

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
AgentRev - c
Posted on Mar 29, 2016 - 06:07 (UTC)
Distance sorting is relative to object model center, and not intersect position.