BIS fnc getIntersectionsUnderCursor: Difference between revisions
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{{ | {{RV|type=function | ||
| arma3 | |game1= arma3 | ||
|version1= 1.00 | |||
| | |gr1= Geometry | ||
| | |descr= Returns intersections under cursor. For more information see [[lineIntersectsSurfaces]]. | ||
| | |s1= [screenX, screenY, ignoreObj1, ignoreObj2, sortMode, maxResults, LOD1, LOD2] call [[BIS_fnc_getIntersectionsUnderCursor]] | ||
| [ | |p1= screenX: [[Number]] - (Optional, default 0) cursor's X position - see [[screenToWorld]] | ||
|p2= screenY: [[Number]] - (Optional, default 0) cursor's Y position - see [[screenToWorld]] | |||
| | |p3= ignoreObj1: [[Object]] - (Optional, default [[objNull]]) first object to ignore | ||
| | |p4= ignoreObj2: [[Object]] - (Optional, default [[objNull]]) second object to ignore | ||
| | |p5= sortMode: [[Boolean]] - (Optional, default [[true]]) [[true]]: closest to furthest, [[false]]: furthest to closest | ||
| [[ | |p6= maxResults: [[Number]] - (Optional, default 1) max results to return. -1 to return every result | ||
|p7= 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" | |||
* {{GVI|arma3|2.02|size= 0.75}} "PHYSX" - PhysX geometry LOD | |||
* {{GVI|arma3|2.08|size= 0.75}} "ROADWAY" - only works from the top | |||
|p7since= arma3 1.52 | |||
|p8= LOD2: [[String]] - (Optional, default "FIRE") secondary [[LOD]] to look for intersection. See ''LOD1'' for possible values | |||
|p8since= arma3 1.52 | |||
|r1= [[Array]] of intersections in format [<nowiki/>[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 | |||
* {{GVI|arma3|2.10|size= 0.75}} [[selectionNames]]: [[Array]] of [[String]]s - Names of the intersected selections (bones). Returns {{hl|[]}} if there is no intersection with a selection. | |||
* {{GVI|arma3|2.10|size= 0.75}} pathToBisurf: [[String]] - path to intersected surface properties (.bisurf) file. Returns {{hl|""}} if surface has no special properties. Terrain surface properties begin with {{hl|#}}, and the surface properties are defined in {{hl|CfgSurfaces}}. For example, if it returns {{hl|#GdtVRsurface01}}, properties are defined in: <sqf inline>configFile >> "CfgSurfaces" >> "GdtVRsurface01"</sqf> | |||
|x1= <sqf>[0.5, 0.5, player, objNull, true, "VIEW"] call BIS_fnc_getIntersectionsUnderCursor;</sqf> | |||
[[ | |seealso= [[lineIntersectsSurfaces]] | ||
}} |
Latest revision as of 12:10, 21 December 2022
Description
- Description:
- Returns intersections under cursor. For more information see lineIntersectsSurfaces.
- Execution:
- call
- Groups:
- Geometry
Syntax
- Syntax:
- [screenX, screenY, ignoreObj1, ignoreObj2, sortMode, maxResults, LOD1, LOD2] call BIS_fnc_getIntersectionsUnderCursor
- Parameters:
- screenX: Number - (Optional, default 0) cursor's X position - see screenToWorld
- screenY: Number - (Optional, default 0) cursor's Y position - see screenToWorld
- 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
- 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"
Examples
- Example 1:
Additional Information
- See also:
- lineIntersectsSurfaces
Notes
-
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