lineIntersectsWith: Difference between revisions

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(Fixed examples. screenToWorld returns AGL not ATL)
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| Returns objects intersecting with the virtual line from ''begPos'' to ''endPos''. By default resulting array of intersecting objects is unsorted. To sort by distance set ''sortByDistance'' param to [[true]]. <br><br>'''NOTE:''' Doesn't work under water. Max hardcoded distance is 1000m.|= Description
| Returns objects intersecting with the virtual line from ''begPos'' to ''endPos''. By default resulting array of intersecting objects is unsorted. To sort by distance set ''sortByDistance'' param to [[true]]. <br><br>'''NOTE:''' Doesn't work under water. Max hardcoded distance is 1000m.|DESCRIPTION=
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| '''lineIntersectsWith''' [begPos, endPos, objIgnore1, objIgnore2, sortByDistance] |= Syntax
| '''lineIntersectsWith''' [begPos, endPos, objIgnore1, objIgnore2, sortByDistance] |SYNTAX=
|p1= [begPos, endPos, objIgnore1, objIgnore2, sortByDistance]: [[Array]] |= Parameter 1
|p1= [begPos, endPos, objIgnore1, objIgnore2, sortByDistance]: [[Array]] |PARAMETER1=
|p2= begPos: [[PositionASL]] - virtual line start |= Parameter 2
|p2= begPos: [[PositionASL]] - virtual line start |PARAMETER2=
|p3= endPos: [[PositionASL]] - virtual line end |= Parameter 3
|p3= endPos: [[PositionASL]] - virtual line end |PARAMETER3=
|p4= objIgnore1: (optional) [[Object]] - object to ignore. When testing intersection from an object/unit/vehicle, pass that object here to prevent intersection inside of the object.|=Parameter 4
|p4= objIgnore1: (optional) [[Object]] - object to ignore. When testing intersection from an object/unit/vehicle, pass that object here to prevent intersection inside of the object.|PARAMETER4=
|p5= objIgnore2: (optional) [[Object]] - another object to ignore. When testing intersection of a line between two objects, pass the second object here to prevent intersection inside of it being reported|= Parameter 5
|p5= objIgnore2: (optional) [[Object]] - another object to ignore. When testing intersection of a line between two objects, pass the second object here to prevent intersection inside of it being reported|PARAMETER5=
|p6= sortByDistance: (optional) [[Boolean]] - [[true]]: Sort by distance =&gt; furthermost object first, closest object last; [[false]]: unsorted |= Parameter 6
|p6= sortByDistance: (optional) [[Boolean]] - [[true]]: Sort by distance =&gt; furthermost object first, closest object last; [[false]]: unsorted |PARAMETER6=


| [[Array]] - intersecting objects |= Return value
| [[Array]] - intersecting objects |RETURNVALUE=
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|x1= <code>_objects = [[lineIntersectsWith]] <nowiki>[</nowiki>[[eyePos]] [[player]], [[AGLtoASL]] [[screenToWorld]] [0.5,0.5]];</code> |= Example 1
|x1= <code>_objects = [[lineIntersectsWith]] <nowiki>[</nowiki>[[eyePos]] [[player]], [[AGLtoASL]] [[screenToWorld]] [0.5,0.5]];</code> |EXAMPLE1=


|x2= Sort by distance: <code>_objects = [[lineIntersectsWith]] <nowiki>[</nowiki>[[eyePos]] [[player]], [[AGLtoASL]] [[screenToWorld]] [0.5,0.5], [[objNull]], [[objNull]], [[true]]];</code> |= Example 2
|x2= Sort by distance: <code>_objects = [[lineIntersectsWith]] <nowiki>[</nowiki>[[eyePos]] [[player]], [[AGLtoASL]] [[screenToWorld]] [0.5,0.5], [[objNull]], [[objNull]], [[true]]];</code> |EXAMPLE2=


|x3= Ignore objects: <code>_objects = [[lineIntersectsWith]] <nowiki>[</nowiki>[[eyePos]] [[player]], [[aimPos]] chopper, [[player]], chopper];</code> |= Example 3
|x3= Ignore objects: <code>_objects = [[lineIntersectsWith]] <nowiki>[</nowiki>[[eyePos]] [[player]], [[aimPos]] chopper, [[player]], chopper];</code> |EXAMPLE3=
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| [[lineIntersectsSurfaces]], [[lineIntersectsObjs]], [[intersect]], [[terrainIntersect]], [[terrainIntersectASL]], [[terrainIntersectAtASL]], [[lineIntersects]], [[cursorObject]], [[cursorTarget]], [[checkVisibility]] |= See also
| [[lineIntersectsSurfaces]], [[lineIntersectsObjs]], [[intersect]], [[terrainIntersect]], [[terrainIntersectASL]], [[terrainIntersectAtASL]], [[lineIntersects]], [[cursorObject]], [[cursorTarget]], [[checkVisibility]] |SEEALSO=


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Revision as of 15:42, 7 April 2019

Hover & click on the images for description

Description

Description:
Returns objects intersecting with the virtual line from begPos to endPos. By default resulting array of intersecting objects is unsorted. To sort by distance set sortByDistance param to true.

NOTE: Doesn't work under water. Max hardcoded distance is 1000m.
Groups:
Uncategorised

Syntax

Syntax:
lineIntersectsWith [begPos, endPos, objIgnore1, objIgnore2, sortByDistance]
Parameters:
[begPos, endPos, objIgnore1, objIgnore2, sortByDistance]: Array
begPos: PositionASL - virtual line start
endPos: PositionASL - virtual line end
objIgnore1: (optional) Object - object to ignore. When testing intersection from an object/unit/vehicle, pass that object here to prevent intersection inside of the object.
objIgnore2: (optional) Object - another object to ignore. When testing intersection of a line between two objects, pass the second object here to prevent intersection inside of it being reported
sortByDistance: (optional) Boolean - true: Sort by distance => furthermost object first, closest object last; false: unsorted
Return Value:
Array - intersecting objects

Examples

Example 1:
_objects = lineIntersectsWith [eyePos player, AGLtoASL screenToWorld [0.5,0.5]];
Example 2:
Sort by distance: _objects = lineIntersectsWith [eyePos player, AGLtoASL screenToWorld [0.5,0.5], objNull, objNull, true];
Example 3:
Ignore objects: _objects = lineIntersectsWith [eyePos player, aimPos chopper, player, chopper];

Additional Information

See also:
lineIntersectsSurfaceslineIntersectsObjsintersectterrainIntersectterrainIntersectASLterrainIntersectAtASLlineIntersectscursorObjectcursorTargetcheckVisibility

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

Notes

Posted on may 31, 2012 - 10:50 (CEST)
Lou Montana
Please note the difference :
  • terrainIntersect
  • terrainIntersectASL
  • lineIntersects
  • lineIntersectsWith
  • lineIntersectsObjs
  • intersect

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