lineIntersectsObjs: Difference between revisions

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m (Text replacement - "_{10,} " to "")
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...)
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{{Command|Comments=
{{Command


| arma3 |Game name=
| arma3
|1.10|Game version=
|1.10
|arg= global|Multiplayer Arguments=
|arg= global


|gr1= Math - Geometry |GROUP1=
|gr1= Math - Geometry


| Returns list of objects intersected by given line from ''begPos'' to ''endPos''. |DESCRIPTION=
| Returns list of objects intersected by given line from ''begPos'' to ''endPos''.


| '''lineIntersectsObjs''' [begPos, endPos, withObj, ignoreObj, sortByDistance, flags] |SYNTAX=
| '''lineIntersectsObjs''' [begPos, endPos, withObj, ignoreObj, sortByDistance, flags]


|p1= begPos: [[PositionASL]] - virtual line start |PARAMETER1=
|p1= begPos: [[PositionASL]] - virtual line start
|p2= endPos: [[PositionASL]] - virtual line end |PARAMETER2=
|p2= endPos: [[PositionASL]] - virtual line end
|p3= withObj: [[Object]] |PARAMETER3=
|p3= withObj: [[Object]]
|p4= ignoreObj: [[Object]] |PARAMETER4=
|p4= ignoreObj: [[Object]]
|p5= sortByDistance: [[Boolean]] - [[true]]: furthest object first, closest object last; [[false]]: unsorted |PARAMETER5=
|p5= sortByDistance: [[Boolean]] - [[true]]: furthest object first, closest object last; [[false]]: unsorted
|p6= flags: [[Number]]
|p6= flags: [[Number]]
<br>1 - CF_ONLY_WATER  
<br>1 - CF_ONLY_WATER  
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<br>16 - CF_FIRST_CONTACT  
<br>16 - CF_FIRST_CONTACT  
<br>32 - CF_ALL_OBJECTS (Usable only with CF_FIRST_CONTACT and it will check one contact per object)
<br>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|PARAMETER6=
<br>Flags can be combined: 2 + 4 = 6 is CF_NEAREST_OBJECT + CF_ONLY_STATIC


| [[Array]] of [[Object|Objects]] - intersecting objects |RETURNVALUE=
| [[Array]] of [[Object|Objects]] - intersecting objects
|x1= <code>Sto = [];
|x1= <code>Sto = [];
Fn = {
Fn = {
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};
};
["sample_id","onEachFrame","Fn"] [[call]] [[BIS_fnc_addStackedEventHandler]];
["sample_id","onEachFrame","Fn"] [[call]] [[BIS_fnc_addStackedEventHandler]];
//Example display objects' array in the middle of the screen sorted by 6 flags</code>|EXAMPLE1=
//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]] |SEEALSO=
| [[lineIntersectsSurfaces]], [[lineIntersectsWith]], [[terrainIntersect]], [[terrainIntersectASL]], [[terrainIntersectAtASL]], [[lineIntersects]], [[intersect]], [[cursorObject]], [[cursorTarget]], [[checkVisibility]]


}}
}}

Revision as of 01:06, 18 January 2021

Hover & click on the images for description

Description

Description:
Returns list of objects intersected by given line from begPos to endPos.
Groups:
Math - Geometry

Syntax

Syntax:
lineIntersectsObjs [begPos, endPos, withObj, ignoreObj, sortByDistance, flags]
Parameters:
begPos: PositionASL - virtual line start
endPos: PositionASL - virtual line end
withObj: Object
ignoreObj: Object
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:
Sto = []; Fn = { { Sto 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, NEAREST_CONTACT: %2, ONLY_STATIC: %3, ONLY_DYNAMIC: %4, 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

Additional Information

See also:
lineIntersectsSurfaceslineIntersectsWithterrainIntersectterrainIntersectASLterrainIntersectAtASLlineIntersectsintersectcursorObjectcursorTargetcheckVisibility

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


Bottom Section

Posted on March 29, 2016 - 05:07 (UTC)
AgentRev
Distance sorting is relative to object model center, and not intersect position.