lineIntersectsWith: Difference between revisions
Jump to navigation
Jump to search
(Fixed examples. screenToWorld returns AGL not ATL) |
m (template:command argument fix) |
||
Line 7: | Line 7: | ||
____________________________________________________________________________________________ | ____________________________________________________________________________________________ | ||
| 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.|= | | 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= | ||
____________________________________________________________________________________________ | ____________________________________________________________________________________________ | ||
| '''lineIntersectsWith''' [begPos, endPos, objIgnore1, objIgnore2, sortByDistance] |= | | '''lineIntersectsWith''' [begPos, endPos, objIgnore1, objIgnore2, sortByDistance] |SYNTAX= | ||
|p1= [begPos, endPos, objIgnore1, objIgnore2, sortByDistance]: [[Array]] |= | |p1= [begPos, endPos, objIgnore1, objIgnore2, sortByDistance]: [[Array]] |PARAMETER1= | ||
|p2= begPos: [[PositionASL]] - virtual line start |= | |p2= begPos: [[PositionASL]] - virtual line start |PARAMETER2= | ||
|p3= endPos: [[PositionASL]] - virtual line end |= | |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.|= | |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|= | |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 => furthermost object first, closest object last; [[false]]: unsorted |= | |p6= sortByDistance: (optional) [[Boolean]] - [[true]]: Sort by distance => furthermost object first, closest object last; [[false]]: unsorted |PARAMETER6= | ||
| [[Array]] - intersecting objects |= | | [[Array]] - intersecting objects |RETURNVALUE= | ||
____________________________________________________________________________________________ | ____________________________________________________________________________________________ | ||
|x1= <code>_objects = [[lineIntersectsWith]] <nowiki>[</nowiki>[[eyePos]] [[player]], [[AGLtoASL]] [[screenToWorld]] [0.5,0.5]];</code> |= | |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> |= | |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> |= | |x3= Ignore objects: <code>_objects = [[lineIntersectsWith]] <nowiki>[</nowiki>[[eyePos]] [[player]], [[aimPos]] chopper, [[player]], chopper];</code> |EXAMPLE3= | ||
____________________________________________________________________________________________ | ____________________________________________________________________________________________ | ||
| [[lineIntersectsSurfaces]], [[lineIntersectsObjs]], [[intersect]], [[terrainIntersect]], [[terrainIntersectASL]], [[terrainIntersectAtASL]], [[lineIntersects]], [[cursorObject]], [[cursorTarget]], [[checkVisibility]] |= | | [[lineIntersectsSurfaces]], [[lineIntersectsObjs]], [[intersect]], [[terrainIntersect]], [[terrainIntersectASL]], [[terrainIntersectAtASL]], [[lineIntersects]], [[cursorObject]], [[cursorTarget]], [[checkVisibility]] |SEEALSO= | ||
}} | }} |
Revision as of 14:42, 7 April 2019
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