lineIntersectsSurfaces
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Description
- Description:
- Returns a list of intersections with surfaces and ground from begPosASL to endPosASL. Doesn't return intersection with sea surface. Works underwater, unlike lineIntersects. Hardcoded max distance: 5000m. Since 2.20, there is an alternative syntax that does multiple checks at once, faster than multiple calls.
- Groups:
- Math - Geometry
Syntax
- Syntax:
- lineIntersectsSurfaces [begPosASL, endPosASL, ignoreObj1, ignoreObj2, sortMode, maxResults, LOD1, LOD2, returnUnique]
- Parameters:
- begPosASL: Array format PositionASL - virtual line start
- endPosASL: Array format PositionASL - virtual line end
- ignoreObj1: Object - (Optional, default objNull) first object to ignore
- ignoreObj2: Object - (Optional, default objNull) second object to ignore
- sortMode: Boolean - (Optional, default true) true: closest to furthest, false: furthest to closest
- maxResults: Number - (Optional, default 1) max results to return. -1 to return every result
- since 1.52
- LOD1: String - (Optional, default "VIEW") primary LOD to look for intersection. Can be one of:
- since 1.52
- LOD2: String - (Optional, default "FIRE") secondary LOD to look for intersection. See LOD1 for possible values
- since 1.70
- returnUnique: Boolean - (Optional, default true) when false, all intersections in the same object are included, otherwise only the first one
- Return Value:
- Array of intersections in format [[intersectPosASL, surfaceNormal, intersectObj, parentObject, selectionNames, pathToBisurf], ...] where:
- intersectPosASL: PositionASL - the actual position where line intersects surface
- surfaceNormal: Vector - a normal to the intersected surface
- intersectObject: Object - the object the surface belongs to (could be proxy object) - objNull if terrain
- parentObject: Object - the object proxy object belongs to (not always the same as intersect object) - objNull if terrain
- 2.10 selectionNames: Array of Strings - Names of the intersected selections (bones). Returns [] if there is no intersection with a selection.
- 2.10 pathToBisurf: String - path to intersected surface properties (.bisurf) file. Returns "" if surface has no special properties. Terrain surface properties begin with #, and the surface properties are defined in CfgSurfaces. For example, if it returns #GdtVRsurface01, properties are defined in: configFile >> "CfgSurfaces" >> "GdtVRsurface01"
Alternative Syntax
- Syntax:
- lineIntersectsSurfaces [element1, element2, ...]
- Parameters:
- elementN: Array format [begPosASL, endPosASL, ignoreObj1, ignoreObj2, sortMode, maxResults, LOD1, LOD2, returnUnique]
- begPosASL: Array format PositionASL - virtual line start
- endPosASL: Array format PositionASL - virtual line end
- ignoreObj1: Object - (Optional, default objNull) first object to ignore
- ignoreObj2: Object - (Optional, default objNull) second object to ignore
- sortMode: Boolean - (Optional, default true) true: closest to furthest, false: furthest to closest
- maxResults: Number - (Optional, default 1) max results to return. -1 to return every result
- LOD1: String - (Optional, default "VIEW") primary LOD to look for intersection. Can be one of:
- "FIRE"
- "VIEW"
- "GEOM"
- "IFIRE" - ("I" stands for Indirect, almost identical to "FIRE")
- "NONE"
- "PHYSX" - PhysX geometry LOD
- "ROADWAY" - only works from the top
- LOD2: String - (Optional, default "FIRE") secondary LOD to look for intersection. See LOD1 for possible values
- returnUnique: Boolean - (Optional, default true) when false, all intersections in the same object are included, otherwise only the first one
- Return Value:
- Array format [result1, result2, ...] - each result is an Array of intersections in format [[intersectPosASL, surfaceNormal, intersectObj, parentObject, selectionNames, pathToBisurf], ...]
- intersectPosASL: PositionASL - the actual position where line intersects surface
- surfaceNormal: Vector - a normal to the intersected surface
- intersectObject: Object - the object the surface belongs to (could be proxy object) - objNull if terrain
- parentObject: Object - the object proxy object belongs to (not always the same as intersect object) - objNull if terrain
- selectionNames: Array of Strings - Names of the intersected selections (bones). Returns [] if there is no intersection with a selection.
- pathToBisurf: String - path to intersected surface properties (.bisurf) file. Returns "" if surface has no special properties. Terrain surface properties begin with #, and the surface properties are defined in CfgSurfaces. For example, if it returns #GdtVRsurface01, properties are defined in: configFile >> "CfgSurfaces" >> "GdtVRsurface01"
Examples
- Example 1:
- Example 2:
- arrow = "Sign_Arrow_F" createVehicle [0,0,0]; onEachFrame { _ins = lineIntersectsSurfaces [ AGLToASL positionCameraToWorld [0,0,0], AGLToASL positionCameraToWorld [0,0,1000], player ]; if (count _ins == 0) exitWith { arrow setPosASL [0,0,0] }; arrow setPosASL (_ins select 0 select 0); arrow setVectorUp (_ins select 0 select 1); hintSilent str _ins; };
- Example 3:
- This should detect glass windows and wire fences (since Arma 3 v1.52):
wirefence = "Land_New_WiredFence_5m_F" createVehicle position player; arrow = "Sign_Arrow_F" createVehicle [0,0,0]; onEachFrame { _ins = lineIntersectsSurfaces [ AGLToASL positionCameraToWorld [0,0,0], AGLToASL positionCameraToWorld [0,0,1000], player, objNull, true, 1, "GEOM", "NONE" ]; if (count _ins == 0) exitWith { arrow setPosASL [0,0,0] }; arrow setPosASL (_ins select 0 select 0); arrow setVectorUp (_ins select 0 select 1); hintSilent str _ins; };
- Example 4:
- Alternative syntax to check intersections in parallel. Will draw a redline to the first intersecting object between the player and unit:
private _handle = addMissionEventHandler ["Draw3D", { private _enemies = units opfor; private _enemyDataArray = _enemies apply { [eyePos player, eyePos _x, player, _x] }; private _intersections = lineIntersectsSurfaces [_enemyDataArray]; { // No intersections found, draw green '+' icon at unit if (_x isEqualTo []) then { drawIcon3D [ "\a3\ui_f\data\gui\cfg\cursors\add_gs.paa", [0, 1, 0, 1], ASLToAGL (eyePos (_enemies#_forEachIndex)), 0.5, 0.5, 0, str (_enemies#_forEachIndex) ]; } else { private _firstIntersection = _x#0; // Draw red line and '+' icon to first intersecting object drawIcon3D [ "\a3\ui_f\data\gui\cfg\cursors\add_gs.paa", [1, 0, 0, 1], ASLToAGL (_firstIntersection#0), 0.5, 0.5, 0, str (_enemies#_forEachIndex) + "- Blocked by " + str (_firstIntersection#2) ]; drawLine3D [ ASLToAGL (eyePos player), ASLToAGL (_firstIntersection#0), [1, 0, 0, 1], 5 ]; }; } forEach _intersections; }];
Additional Information
- See also:
- lineIntersectsObjs lineIntersectsWith lineIntersects terrainIntersectASL terrainIntersectAtASL terrainIntersect 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
- Posted on Aug 27, 2015 - 12:44 (UTC)
- Fast check if the player is in a house:
- Posted on Jan 30, 2016 - 20:10 (UTC)
-
This command is useful to place weaponholder (and then spawned weapons) on floor of houses, correcting the spawn position (can_collide) to intersect with floor:
After the position (_pos) obtained in BIS_fnc_buidingPositions array:MGI_fnc_setPosAGLS = { params ["_obj", "_pos"]; _wh_pos = getPosASL _obj; _pos set [2, (ATLToASL _pos select 2) - 10]; _ins = lineIntersectsSurfaces [_wh_pos, _pos,_obj, objNull, true, 1, "VIEW", "FIRE"]; _surface_distance = if (count _ins > 0) then [{ (_ins select 0 select 0) distance _wh_pos }, { 0 }]; _wh_pos set [2, (getPosASL _obj select 2) - (_surface_distance)]; _weaponholder setPosASL _wh_pos; };Then fill your weapon holder.private _weaponHolder = createVehicle ["groundWeaponHolder", _pos, [], 0, "CAN_COLLIDE"]; [_weaponHolder, _pos] call MGI_fnc_setPosAGLS;
- Posted on Jan 06, 2024 - 15:41 (UTC)
- Note that dome_big and dome_small objects have glass roof panels which this function can't see if it intersects those windows