lineIntersectsWith: Difference between revisions

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{{Command|Comments=
{{RV|type=command
____________________________________________________________________________________________


| arma2oa |Game name=
|game1= arma2oa
|1.62|Game version=
|version1= 1.62
|arg= global|Multiplayer Arguments=
____________________________________________________________________________________________


| 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>{{Important | Doesn't work under water. Max hardcoded distance is 1000m.}}|DESCRIPTION=
|game2= tkoh
____________________________________________________________________________________________
|version2= 1.00


| '''lineIntersectsWith''' [begPos, endPos, objIgnore1, objIgnore2, sortByDistance] |SYNTAX=
|game3= arma3
|p1= [begPos, endPos, objIgnore1, objIgnore2, sortByDistance]: [[Array]] |PARAMETER1=
|version3= 0.50
|p2= begPos: [[PositionASL]] - virtual line start |PARAMETER2=
|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.|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|PARAMETER5=
|p6= sortByDistance: (optional) [[Boolean]] - [[true]]: Sort by distance =&gt; furthermost object first, closest object last; [[false]]: unsorted |PARAMETER6=


| [[Array]] - intersecting objects |RETURNVALUE=
|arg= global
____________________________________________________________________________________________


|x1= <code>_objects = [[lineIntersectsWith]] <nowiki>[</nowiki>[[eyePos]] [[player]], [[AGLtoASL]] [[screenToWorld]] [0.5,0.5]];</code> |EXAMPLE1=
|gr1= Math - Geometry


|x2= Sort by distance: <code>_objects = [[lineIntersectsWith]] <nowiki>[</nowiki>[[eyePos]] [[player]], [[AGLtoASL]] [[screenToWorld]] [0.5,0.5], [[objNull]], [[objNull]], [[true]]];</code> |EXAMPLE2=
|descr= Returns objects intersecting with the virtual line from ''begPos'' to ''endPos''. By default, the resulting array of intersecting objects is unsorted (see ''[[#Syntax|sortByDistance]]'').
{{Feature|informative|
* Does not work under water.
* Max hardcoded distance is 1000m.
}}
 
|s1= [[lineIntersectsWith]] [begPos, endPos, objIgnore1, objIgnore2, sortByDistance]
 
|p1= begPos: [[Array]] format [[Position#PositionASL|PositionASL]] - virtual line start
 
|p2= endPos: [[Array]] format [[Position#PositionASL|PositionASL]] - virtual line end
 
|p3= objIgnore1: [[Object]] - (Optional) object to ignore. When testing intersection from an object/unit/vehicle, pass that object here to prevent intersection inside of the object.


|x3= Ignore objects: <code>_objects = [[lineIntersectsWith]] <nowiki>[</nowiki>[[eyePos]] [[player]], [[aimPos]] chopper, [[player]], chopper];</code> |EXAMPLE3=
|p4= objIgnore2: [[Object]] - (Optional) 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
____________________________________________________________________________________________


| [[lineIntersectsSurfaces]], [[lineIntersectsObjs]], [[intersect]], [[terrainIntersect]], [[terrainIntersectASL]], [[terrainIntersectAtASL]], [[lineIntersects]], [[cursorObject]], [[cursorTarget]], [[checkVisibility]] |SEEALSO=
|p5= sortByDistance: [[Boolean]] - (Optional) [[true]]: sort by '''desc'''ending distance (furthermost object first, closest object last); [[false]]: unsorted


}}
|r1= [[Array]] - intersecting objects


<h3 style="display:none">Notes</h3>
|x1= <sqf>_objects = lineIntersectsWith [eyePos player, AGLToASL screenToWorld [0.5, 0.5]];</sqf>
<dl class="command_description">
<!-- Note Section BEGIN -->


<dd class="notedate">Posted on may 31, 2012 - 10:50 (CEST)
|x2= Sort by distance:
<dt class="note">'''[[User:Lou Montana|Lou Montana]]'''
<sqf>_objects = lineIntersectsWith [eyePos player, AGLToASL screenToWorld [0.5, 0.5], objNull, objNull, true];</sqf>
<dd class="note">Please note the difference :
*terrainIntersect
*terrainIntersectASL
*lineIntersect'''''s'''''
*lineIntersect'''''s'''''With
*lineIntersect'''''s'''''Objs
*intersect


<!-- Note Section END -->
|x3= Ignore objects:
</dl>
<sqf>_objects = lineIntersectsWith [eyePos player, aimPos chopper, player, chopper];</sqf>


<h3 style="display:none">Bottom Section</h3>
|seealso= [[lineIntersectsSurfaces]] [[lineIntersectsObjs]] [[intersect]] [[terrainIntersect]] [[terrainIntersectASL]] [[terrainIntersectAtASL]] [[lineIntersects]] [[cursorObject]] [[cursorTarget]] [[checkVisibility]]
}}


[[Category:Arma 2: Operation Arrowhead: New Scripting Commands List|{{uc:{{PAGENAME}}}}]]
{{Note
[[Category:Scripting Commands Arma 2|{{uc:{{PAGENAME}}}}]]
|user= Lou Montana
[[Category:Scripting Commands Arma 3|{{uc:{{PAGENAME}}}}]]
|timestamp= 20120531105000
[[Category:Scripting Commands|{{uc:{{PAGENAME}}}}]]
|text= Please note the difference :
* terrainIntersect
* terrainIntersectASL
* lineIntersect'''''s'''''
* lineIntersect'''''s'''''With
* lineIntersect'''''s'''''Objs
* intersect
}}

Latest revision as of 16:22, 23 December 2022

Hover & click on the images for description

Description

Description:
Returns objects intersecting with the virtual line from begPos to endPos. By default, the resulting array of intersecting objects is unsorted (see sortByDistance).
  • Does not work under water.
  • Max hardcoded distance is 1000m.
Groups:
Math - Geometry

Syntax

Syntax:
lineIntersectsWith [begPos, endPos, objIgnore1, objIgnore2, sortByDistance]
Parameters:
begPos: Array format PositionASL - virtual line start
endPos: Array format PositionASL - virtual line end
objIgnore1: Object - (Optional) object to ignore. When testing intersection from an object/unit/vehicle, pass that object here to prevent intersection inside of the object.
objIgnore2: Object - (Optional) 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: Boolean - (Optional) true: sort by descending 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:
lineIntersectsSurfaces lineIntersectsObjs intersect terrainIntersect terrainIntersectASL terrainIntersectAtASL lineIntersects 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
Lou Montana - c
Posted on May 31, 2012 - 10:50 (UTC)
Please note the difference :
  • terrainIntersect
  • terrainIntersectASL
  • lineIntersects
  • lineIntersectsWith
  • lineIntersectsObjs
  • intersect