intersect: Difference between revisions
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Lou Montana (talk | contribs) m (Text replacement - "<sqf>([^↵][^\/]*↵[^\/]*)<\/sqf>" to "<sqf> $1 </sqf>") |
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{{ | {{RV|type=command | ||
| | |game1= arma1 | ||
|1.00 | |version1= 1.00 | ||
| Finds named selections in object which are in specified LOD, intersected by given section of a line. Return value is in the form of [selection, distance]. Multiple returned arrays are nested within a single array. No intersection returns []. ''lodName'' could be one of the following: | |game2= arma2 | ||
|version2= 1.00 | |||
|game3= arma2oa | |||
|version3= 1.50 | |||
|game4= tkoh | |||
|version4= 1.00 | |||
|game5= arma3 | |||
|version5= 0.50 | |||
|arg= global | |||
|gr1= Math - Geometry | |||
|descr= Finds named selections in object which are in specified LOD, intersected by given section of a line. Return value is in the form of [selection, distance]. Multiple returned arrays are nested within a single array. No intersection returns []. ''lodName'' could be one of the following: | |||
* "FIRE" | * "FIRE" | ||
* "VIEW" | * "VIEW" | ||
* "GEOM" | * "GEOM" | ||
* "IFIRE" - ("I" stands for Indirect, almost the same as FIRE)| | * "IFIRE" - ("I" stands for Indirect, almost the same as FIRE) | ||
* {{GVI|arma3|2.02|size= 0.75}} "PHYSX" - PhysX geometry LOD | |||
|s1= [object, lodName] [[intersect]] [begPos, endPos] | |||
| [ | |p1= object: [[Object]] | ||
|p2= lodName: [[String]] | |||
|p2 | |||
| [[Array]] - array of intersections in format: <nowiki | |p3= begPos: [[Array]] format [[Position#PositionAGL|PositionAGL]] | ||
|p4= endPos: [[Array]] format [[Position#PositionAGL|PositionAGL]] | |||
|r1= [[Array]] - array of intersections in format: [<nowiki/>[selection, distance],...], where | |||
* selection - name of intersected selection | * selection - name of intersected selection | ||
* distance - distance from begPos | * distance - distance from begPos | ||
The results are also sorted, closest selection first | The results are also sorted, closest selection first | ||
|x1= <sqf>[_tank, "VIEW"] intersect [[1500, 1500, 2], [1550, 1500, 2]];</sqf> | |||
|x1= < | |||
|x2= < | |x2= <sqf> | ||
sphere = "Sign_Sphere10cm_F" createVehicle [0,0,0]; | |||
_begPos = | onEachFrame { | ||
_begPosASL = | _begPos = positionCameraToWorld [0,0,0]; | ||
_endPos = | _begPosASL = AGLToASL _begPos; | ||
_endPosASL = | _endPos = positionCameraToWorld [0,0,1000]; | ||
_ins = | _endPosASL = AGLToASL _endPos; | ||
_ins = lineIntersectsSurfaces [_begPosASL, _endPosASL, player, objNull, true, 1, "FIRE", "NONE"]; | |||
_ins | if (_ins isEqualTo []) exitWith {sphere setPosASL [0,0,0]}; | ||
_ins select 0 params ["_pos", "_norm", "_obj", "_parent"]; | |||
_ins2 = [_parent, "FIRE"] | if !(getModelInfo _parent select 2) exitWith {sphere setPosASL [0,0,0]}; | ||
_ins2 = [_parent, "FIRE"] intersect [_begPos, _endPos]; | |||
_ins2 | if (_ins2 isEqualTo []) exitWith {sphere setPosASL [0,0,0]}; | ||
_posASL = _begPosASL | _ins2 select 0 params ["_name", "_dist"]; | ||
_posASL = _begPosASL vectorAdd ((_begPosASL vectorFromTo _endPosASL) vectorMultiply _dist); | |||
sphere | drawIcon3D ["", [1,1,1,1], ASLToAGL _posASL, 0, 0, 0, _name, 1, 0.03, "PuristaMedium"]; | ||
};</ | sphere setPosASL _posASL; | ||
}; | |||
</sqf> | |||
| [[lineIntersectsSurfaces]] | |seealso= [[lineIntersectsSurfaces]] [[terrainIntersect]] [[terrainIntersectASL]] [[terrainIntersectAtASL]] [[lineIntersects]] [[lineIntersectsWith]] [[lineIntersectsObjs]] [[cursorObject]] [[cursorTarget]] [[checkVisibility]] | ||
}} | |||
{{Note | |||
|user= ManDay | |||
|timestamp= 20070725083700 | |||
|text= The most common [[LOD]] is "''FIRE''", which identifies the most detailled hitbox used for ammunition. | |||
}} | }} | ||
{{Note | |||
|user= ffur2007slx2_5 | |||
|timestamp= 20140327145200 | |||
|text= Example (In {{arma3}} ver 1.14) display returned arrays on cursor entities: | |||
<sqf> | |||
Example (In | |||
< | |||
Sto = []; | Sto = []; | ||
Fn = { | Fn = { | ||
{ | |||
Sto set [_foreachindex,[cursorTarget, _x] intersect [ASLToAGL eyePos player, screenToWorld [0.5,0.5]]]; | |||
} foreach ["FIRE", "VIEW", "GEOM", "IFIRE"]; | |||
hintSilent format ["FIRE: %1, VIEW: %2, GEOM: %3, IFIRE: %4", Sto select 0, Sto select 1, Sto select 2, Sto select 3]; | |||
}; | }; | ||
["sample_id","onEachFrame","Fn"] call BIS_fnc_addStackedEventHandler; | ["sample_id", "onEachFrame", "Fn"] call BIS_fnc_addStackedEventHandler; | ||
</ | </sqf> | ||
Return FIRE: [something], VIEW: [something], GEOM: [something], IFIRE: [something]. | Return FIRE: [something], VIEW: [something], GEOM: [something], IFIRE: [something]. | ||
}} | |||
{{Note | |||
|user= Killzone_Kid | |||
|timestamp= 20150820183400 | |||
|text= [[intersect]] will spam .rpt if passed to it object has no skeleton. Use [[getModelInfo]] to filter out those objects. | |||
}} | |||
[[intersect]] will spam .rpt if passed to it object has no skeleton. Use [[getModelInfo]] to filter out those objects. | |||
Latest revision as of 11:34, 3 September 2024
Description
- Description:
- Finds named selections in object which are in specified LOD, intersected by given section of a line. Return value is in the form of [selection, distance]. Multiple returned arrays are nested within a single array. No intersection returns []. lodName could be one of the following:
- "FIRE"
- "VIEW"
- "GEOM"
- "IFIRE" - ("I" stands for Indirect, almost the same as FIRE)
- 2.02 "PHYSX" - PhysX geometry LOD
- Groups:
- Math - Geometry
Syntax
- Syntax:
- [object, lodName] intersect [begPos, endPos]
- Parameters:
- object: Object
- lodName: String
- begPos: Array format PositionAGL
- endPos: Array format PositionAGL
- Return Value:
- Array - array of intersections in format: [[selection, distance],...], where
- selection - name of intersected selection
- distance - distance from begPos
Examples
- Example 1:
- [_tank, "VIEW"] intersect [[1500, 1500, 2], [1550, 1500, 2]];
- Example 2:
- sphere = "Sign_Sphere10cm_F" createVehicle [0,0,0]; onEachFrame { _begPos = positionCameraToWorld [0,0,0]; _begPosASL = AGLToASL _begPos; _endPos = positionCameraToWorld [0,0,1000]; _endPosASL = AGLToASL _endPos; _ins = lineIntersectsSurfaces [_begPosASL, _endPosASL, player, objNull, true, 1, "FIRE", "NONE"]; if (_ins isEqualTo []) exitWith {sphere setPosASL [0,0,0]}; _ins select 0 params ["_pos", "_norm", "_obj", "_parent"]; if !(getModelInfo _parent select 2) exitWith {sphere setPosASL [0,0,0]}; _ins2 = [_parent, "FIRE"] intersect [_begPos, _endPos]; if (_ins2 isEqualTo []) exitWith {sphere setPosASL [0,0,0]}; _ins2 select 0 params ["_name", "_dist"]; _posASL = _begPosASL vectorAdd ((_begPosASL vectorFromTo _endPosASL) vectorMultiply _dist); drawIcon3D ["", [1,1,1,1], ASLToAGL _posASL, 0, 0, 0, _name, 1, 0.03, "PuristaMedium"]; sphere setPosASL _posASL; };
Additional Information
- See also:
- lineIntersectsSurfaces terrainIntersect terrainIntersectASL terrainIntersectAtASL lineIntersects lineIntersectsWith lineIntersectsObjs 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 Jul 25, 2007 - 08:37 (UTC)
- The most common LOD is "FIRE", which identifies the most detailled hitbox used for ammunition.
- Posted on Mar 27, 2014 - 14:52 (UTC)
-
Example (In Arma 3 ver 1.14) display returned arrays on cursor entities:
Return FIRE: [something], VIEW: [something], GEOM: [something], IFIRE: [something].Sto = []; Fn = { { Sto set [_foreachindex,[cursorTarget, _x] intersect [ASLToAGL eyePos player, screenToWorld [0.5,0.5]]]; } foreach ["FIRE", "VIEW", "GEOM", "IFIRE"]; hintSilent format ["FIRE: %1, VIEW: %2, GEOM: %3, IFIRE: %4", Sto select 0, Sto select 1, Sto select 2, Sto select 3]; }; ["sample_id", "onEachFrame", "Fn"] call BIS_fnc_addStackedEventHandler;
- Posted on Aug 20, 2015 - 18:34 (UTC)
- intersect will spam .rpt if passed to it object has no skeleton. Use getModelInfo to filter out those objects.
Categories:
- Scripting Commands
- Introduced with Armed Assault version 1.00
- ArmA: Armed Assault: New Scripting Commands
- ArmA: Armed Assault: Scripting Commands
- Arma 2: Scripting Commands
- Arma 2: Operation Arrowhead: Scripting Commands
- Take On Helicopters: Scripting Commands
- Arma 3: Scripting Commands
- Command Group: Math - Geometry