selectionPosition: Difference between revisions

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|descr= Returns selection position in model space pertaining to the current animation in [[Simulation vs Render Time Scope|render time scope]].
|descr= Returns selection position in model space pertaining to the current animation in [[Simulation vs Render Time Scope|render time scope]].
When the default syntax is used, command searches first in Memory level, then in Geometry level, FireGeometry level, LandContact level, HitPoints level and finally in ViewGeometry level and returns the first matching find.
When the default syntax is used, command searches first in Memory [[LOD]], then in Geometry LOD, FireGeometry LOD, LandContact LOD, HitPoints LOD and finally in ViewGeometry LOD and returns the first matching find.
The second syntax allows to specify which one of these levels to search in instead.
The second syntax allows to specify which one of these LODs to search in instead.
{{Feature|important|
{{Feature|important|
Sometimes internally "ViewGeometry" could be equal to "Geometry", and "FireGeometry" could be equal to "ViewGeometry".
Sometimes internally "ViewGeometry" could be equal to "Geometry", and "FireGeometry" could be equal to "ViewGeometry".
Line 36: Line 36:
|p2= selectionName: [[String]]
|p2= selectionName: [[String]]


|r1= [[Array]] - [[Position#PositionRelative|relative position]] in model space. If selection does not exist, {{ic|[0, 0, 0]}} is returned.
|r1= [[Array]] - [[Position#PositionRelative|relative position]] in model space. If selection does not exist, [0, 0, 0] is returned.


|s2= object [[selectionPosition]] [selectionName, LOD, returnMode]
|s2= object [[selectionPosition]] [selectionName, LOD, returnMode]
Line 47: Line 47:


|p23= LOD: [[String]] or [[Number]] - can be one of:
|p23= LOD: [[String]] or [[Number]] - can be one of:
* {{ic|"Memory"}}
* {{hl|"Memory"}}
* {{ic|"Geometry"}}
* {{hl|"Geometry"}}
* {{ic|"FireGeometry"}}
* {{hl|"FireGeometry"}}
* {{ic|"LandContact"}}
* {{hl|"LandContact"}}
* {{ic|"HitPoints"}}
* {{hl|"HitPoints"}}
* {{GVI|arma3|2.06|size= 0.75}} {{ic|"ViewGeometry"}}
* {{GVI|arma3|2.06|size= 0.75}} {{hl|"ViewGeometry"}}
When [[Number]] is used, command searches for a LOD with the similar [[LOD resolutions|LOD resolution]]
When [[Number]] is used, command searches for a LOD with the similar [[LOD resolutions|LOD resolution]]
|p23since= arma3 2.06
|p23since= arma3 2.06


|p24= returnMode: [[String]] (Optional, default {{ic|"FirstPoint"}}) - can be one of:
|p24= returnMode: [[String]] - (Optional, default {{hl|"FirstPoint"}}) can be one of:
* {{ic|"FirstPoint"}}
* {{hl|"FirstPoint"}}
* {{ic|"AveragePoint"}}
* {{hl|"AveragePoint"}}
* {{ic|"BoundingBox"}}
* {{hl|"BoundingBox"}}


|p24since= arma3 2.08
|p24since= arma3 2.08


|r2= [[Array]] - [[Position#PositionRelative|relative position]] in model space. If selection does not exist, {{ic|[0, 0, 0]}} is returned. If returnMode is {{ic|"BoundingBox"}}, [[Array]] of [[Array]]s
|r2= [[Array]] - [[Position#PositionRelative|relative position]] in model space. If selection does not exist, [0, 0, 0] is returned. If returnMode is {{hl|"BoundingBox"}}, [[Array]] of [[Array]]s


|s3= [[selectionPosition]] [object, selectionName, LODIndex, isVisual, returnMode]
|s3= [[selectionPosition]] [object, selectionName, LODIndex, isVisual, returnMode]
Line 77: Line 77:
|p44= isVisual: [[Boolean]] - (Optional, default [[true]]) [[true]] for Render, [[false]] for Simulation [[Simulation_vs_Render_Time_Scope|time scope]]
|p44= isVisual: [[Boolean]] - (Optional, default [[true]]) [[true]] for Render, [[false]] for Simulation [[Simulation_vs_Render_Time_Scope|time scope]]


|p45= returnMode: [[String]] (Optional, default {{ic|"FirstPoint"}}) - can be one of:
|p45= returnMode: [[String]] - (Optional, default {{hl|"FirstPoint"}}) can be one of:
* {{ic|"FirstPoint"}}
* {{hl|"FirstPoint"}}
* {{ic|"AveragePoint"}}
* {{hl|"AveragePoint"}}
* {{ic|"BoundingBox"}}
* {{hl|"BoundingBox"}}


|p45since= arma3 2.08
|p45since= arma3 2.08


|r3= [[Array]] - [[Position#PositionRelative|relative position]] in model space. If selection does not exist, {{ic|[0, 0, 0]}} is returned. If returnMode is {{ic|"BoundingBox"}}, [[Array]] of [[Array]]s
|r3= [[Array]] - [[Position#PositionRelative|relative position]] in model space. If selection does not exist, [0, 0, 0] is returned. If returnMode is {{hl|"BoundingBox"}}, [[Array]] of [[Array]]s


|x1= <code>_inModelPosition = player selectionPosition "head_hit";</code>
|x1= <sqf>_inModelPosition = player selectionPosition "head_hit";</sqf>


|x2= <code>_inModelPosition = player selectionPosition "pelvis";</code>
|x2= <sqf>_inModelPosition = player selectionPosition "pelvis";</sqf>


|x3= <code>_inModelPosition = player selectionPosition "head";</code>
|x3= <sqf>_inModelPosition = player selectionPosition "head";</sqf>


|x4= <code>_inModelPosition = player selectionPosition "camera";</code>
|x4= <sqf>_inModelPosition = player selectionPosition "camera";</sqf>


|x5= <code>stomper [[selectionPosition]] ["wheel_1_1", "HitPoints", "FirstPoint"]; // [-0.774058,0.860854,-1.40365]
|x5= <sqf>
stomper [[selectionPosition]] ["wheel_1_1", "HitPoints", "AveragePoint"]; // [-0.597142,1.35486,-1.58345]
stomper selectionPosition ["wheel_1_1", "HitPoints", "FirstPoint"]; // [-0.774058,0.860854,-1.40365]
stomper [[selectionPosition]] ["wheel_1_1", "HitPoints", "BoundingBox"]; // [[-0.774058,0.860854,-2.07746],[-0.420225,1.84887,-1.08944]]</code>
stomper selectionPosition ["wheel_1_1", "HitPoints", "AveragePoint"]; // [-0.597142,1.35486,-1.58345]
stomper selectionPosition ["wheel_1_1", "HitPoints", "BoundingBox"]; // [[-0.774058,0.860854,-2.07746],[-0.420225,1.84887,-1.08944]]
</sqf>


|seealso= [[modelToWorld]] [[selectionNames]] [[getAllHitPointsDamage]] [[allLODs]] [[LOD resolutions]]
|seealso= [[modelToWorld]] [[selectionNames]] [[getAllHitPointsDamage]] [[allLODs]] [[LOD resolutions]]
Line 104: Line 106:
|user= Killzone_Kid
|user= Killzone_Kid
|timestamp= 20170625151300
|timestamp= 20170625151300
|text= Do use the filter that comes with {{HashLink|#Syntax 2}} to suit your needs. For example [[player]] has 3 selections called "head" and their [[selectionPosition]]s are quite different from each other:
|text= Do use the filter that comes with {{Link|#Syntax 2}} to suit your needs. For example [[player]] has 3 selections called "head" and their [[selectionPosition]]s are quite different from each other:
<code>[[player]] [[selectionPosition]] ["head", "Memory"]; // [0.173798,0.330415,1.37783]
<sqf>
[[player]] [[selectionPosition]] ["head", "FireGeometry"]; // [0.14375,0.206039,1.44689]
player selectionPosition ["head", "Memory"]; // [0.173798,0.330415,1.37783]
[[player]] [[selectionPosition]] ["head", "HitPoints"]; // [0.144257,0.306769,1.53471]</code>
player selectionPosition ["head", "FireGeometry"]; // [0.14375,0.206039,1.44689]
player selectionPosition ["head", "HitPoints"]; // [0.144257,0.306769,1.53471]
</sqf>
}}
}}

Revision as of 00:14, 23 May 2023

Hover & click on the images for description

Description

Description:
Returns selection position in model space pertaining to the current animation in render time scope. When the default syntax is used, command searches first in Memory LOD, then in Geometry LOD, FireGeometry LOD, LandContact LOD, HitPoints LOD and finally in ViewGeometry LOD and returns the first matching find. The second syntax allows to specify which one of these LODs to search in instead.
Sometimes internally "ViewGeometry" could be equal to "Geometry", and "FireGeometry" could be equal to "ViewGeometry". In order to pinpoint the actual LOD, use allLODs and LOD resolution as argument for selecting the LOD.
Groups:
Object ManipulationRender Time Scope

Syntax 1

Syntax:
object selectionPosition selectionName
Parameters:
object: Object
selectionName: String
Return Value:
Array - relative position in model space. If selection does not exist, [0, 0, 0] is returned.

Syntax 2

Syntax:
object selectionPosition [selectionName, LOD, returnMode]
Parameters:
object: Object
selectionName: String
since Arma 3 logo black.png2.06
LOD: String or Number - can be one of:
  • "Memory"
  • "Geometry"
  • "FireGeometry"
  • "LandContact"
  • "HitPoints"
  • Arma 3 logo black.png2.06 "ViewGeometry"
When Number is used, command searches for a LOD with the similar LOD resolution
since Arma 3 logo black.png2.08
returnMode: String - (Optional, default "FirstPoint") can be one of:
  • "FirstPoint"
  • "AveragePoint"
  • "BoundingBox"
Return Value:
Array - relative position in model space. If selection does not exist, [0, 0, 0] is returned. If returnMode is "BoundingBox", Array of Arrays

Syntax 3

Syntax:
selectionPosition [object, selectionName, LODIndex, isVisual, returnMode]
Parameters:
object: Object
selectionName: String
LODIndex: Number - the index of the target LOD (see allLODs)
isVisual: Boolean - (Optional, default true) true for Render, false for Simulation time scope
since Arma 3 logo black.png2.08
returnMode: String - (Optional, default "FirstPoint") can be one of:
  • "FirstPoint"
  • "AveragePoint"
  • "BoundingBox"
Return Value:
Array - relative position in model space. If selection does not exist, [0, 0, 0] is returned. If returnMode is "BoundingBox", Array of Arrays

Examples

Example 1:
_inModelPosition = player selectionPosition "head_hit";
Example 2:
_inModelPosition = player selectionPosition "pelvis";
Example 3:
_inModelPosition = player selectionPosition "head";
Example 4:
_inModelPosition = player selectionPosition "camera";
Example 5:
stomper selectionPosition ["wheel_1_1", "HitPoints", "FirstPoint"]; // [-0.774058,0.860854,-1.40365] stomper selectionPosition ["wheel_1_1", "HitPoints", "AveragePoint"]; // [-0.597142,1.35486,-1.58345] stomper selectionPosition ["wheel_1_1", "HitPoints", "BoundingBox"]; // [[-0.774058,0.860854,-2.07746],[-0.420225,1.84887,-1.08944]]

Additional Information

See also:
modelToWorld selectionNames getAllHitPointsDamage allLODs LOD resolutions

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
Killzone_Kid - c
Posted on Jun 25, 2017 - 15:13 (UTC)
Do use the filter that comes with Syntax 2 to suit your needs. For example player has 3 selections called "head" and their selectionPositions are quite different from each other:
player selectionPosition ["head", "Memory"]; // [0.173798,0.330415,1.37783] player selectionPosition ["head", "FireGeometry"]; // [0.14375,0.206039,1.44689] player selectionPosition ["head", "HitPoints"]; // [0.144257,0.306769,1.53471]