lineIntersectsWith: Difference between revisions
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Lou Montana (talk | contribs) 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...) |
Pennyworth (talk | contribs) (Add alternative syntax for running multiple intersections in parallel. Minor typo corrections. Reordered see also commands to be grouped and consistent across lineIntersects pages) |
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{{ | {{RV|type=command | ||
|game1= arma2oa | |||
|version1= 1.62 | |||
|game2= tkoh | |||
|version2= 1.00 | |||
|game3= arma3 | |||
|version3= 0.50 | |||
|arg= global | |arg= global | ||
|gr1= Math - Geometry | |gr1= Math - Geometry | ||
| Returns objects intersecting with the virtual line from ''begPos'' to ''endPos''. By default resulting array of intersecting objects is unsorted | |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. | |||
}} | |||
Since {{GVI|arma3|2.20|size= 0.75}}, there is an alternative syntax that does multiple checks at once, faster than multiple calls. | |||
|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 intersections from an object/unit/vehicle, pass that object here to prevent intersections inside of the object. | |||
|p4= objIgnore2: [[Object]] - (Optional) another object to ignore. When testing intersections of a line between two objects, pass the second object here to prevent intersections inside of it being reported | |||
| | |p5= sortByDistance: [[Boolean]] - (Optional) [[true]]: sort by '''desc'''ending distance (furthermost object first, closest object last); [[false]]: unsorted | ||
| [[Array]] - intersecting objects | |r1= [[Array]] - intersecting objects | ||
| | |s2= [[lineIntersectsWith]] [element1, element2, ...] | ||
| | |s2since= arma3 2.20 | ||
| | |p21= elementN: [[Array]] format [begPos, endPos, objIgnore1, objIgnore2, sortByDistance] | ||
* begPos: [[Array]] format [[Position#PositionASL|PositionASL]] - virtual line start | |||
* endPos: [[Array]] format [[Position#PositionASL|PositionASL]] - virtual line end | |||
* objIgnore1: [[Object]] - (Optional) object to ignore. When testing intersections from an object/unit/vehicle, pass that object here to prevent intersections inside of the object. | |||
* objIgnore2: [[Object]] - (Optional) another object to ignore. When testing intersections of a line between two objects, pass the second object here to prevent intersections inside of it being reported | |||
* sortByDistance: [[Boolean]] - (Optional) [[true]]: sort by '''desc'''ending distance (furthermost object first, closest object last); [[false]]: unsorted | |||
| [[ | |r2= [[Array]] format [result1, result2, ...] - each result is an [[Array]] of intersecting objects for the Nth element | ||
|x1= <sqf>_objects = lineIntersectsWith [eyePos player, AGLToASL screenToWorld [0.5, 0.5]];</sqf> | |||
|x2= Sort by distance: | |||
<sqf>_objects = lineIntersectsWith [eyePos player, AGLToASL screenToWorld [0.5, 0.5], objNull, objNull, true];</sqf> | |||
< | |||
|x3= Ignore objects: | |||
< | <sqf>_objects = lineIntersectsWith [eyePos player, aimPos chopper, player, chopper];</sqf> | ||
< | |||
< | |x4= Alternative syntax to check intersections in parallel: | ||
</ | <sqf> | ||
private _enemies = units opfor; | |||
private _enemyDataArray = _enemies apply { [eyePos player, aimPos _x, player, _x, true] }; | |||
private _result = lineIntersectsWith _enemyDataArray; | |||
</sqf> | |||
|seealso= [[lineIntersectsSurfaces]] [[lineIntersectsObjs]] [[lineIntersects]] [[terrainIntersect]] [[terrainIntersectASL]] [[terrainIntersectAtASL]] [[intersect]] [[cursorObject]] [[cursorTarget]] [[checkVisibility]] | |||
}} | |||
{{Note | |||
|user= Lou Montana | |||
|timestamp= 20120531105000 | |||
|text= Please note the difference : | |||
* terrainIntersect | |||
* terrainIntersectASL | |||
* lineIntersect'''''s''''' | |||
* lineIntersect'''''s'''''With | |||
* lineIntersect'''''s'''''Objs | |||
* intersect | |||
}} |
Latest revision as of 02:04, 1 December 2024
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). Since 2.20, there is an alternative syntax that does multiple checks at once, faster than multiple calls.
- 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 intersections from an object/unit/vehicle, pass that object here to prevent intersections inside of the object.
- objIgnore2: Object - (Optional) another object to ignore. When testing intersections of a line between two objects, pass the second object here to prevent intersections 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
Alternative Syntax
- Syntax:
- lineIntersectsWith [element1, element2, ...]
- Parameters:
- elementN: Array format [begPos, endPos, objIgnore1, objIgnore2, sortByDistance]
- begPos: Array format PositionASL - virtual line start
- endPos: Array format PositionASL - virtual line end
- objIgnore1: Object - (Optional) object to ignore. When testing intersections from an object/unit/vehicle, pass that object here to prevent intersections inside of the object.
- objIgnore2: Object - (Optional) another object to ignore. When testing intersections of a line between two objects, pass the second object here to prevent intersections inside of it being reported
- sortByDistance: Boolean - (Optional) true: sort by descending distance (furthermost object first, closest object last); false: unsorted
- Return Value:
- Array format [result1, result2, ...] - each result is an Array of intersecting objects for the Nth element
Examples
- Example 1:
- Example 2:
- Sort by distance:
- Example 3:
- Ignore objects:
- Example 4:
- Alternative syntax to check intersections in parallel:
Additional Information
- See also:
- lineIntersectsSurfaces lineIntersectsObjs lineIntersects terrainIntersect terrainIntersectASL terrainIntersectAtASL intersect 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 May 31, 2012 - 10:50 (UTC)
-
Please note the difference :
- terrainIntersect
- terrainIntersectASL
- lineIntersects
- lineIntersectsWith
- lineIntersectsObjs
- intersect