lineIntersectsObjs: Difference between revisions

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m (add optional tags)
 
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|game1= arma3
|game1= arma3
|version1= 1.10
|version1= 1.10
|arg= global
|arg= global


Line 12: Line 13:


|p1= begPos: [[Array]] format [[Position#PositionASL|PositionASL]] - virtual line start
|p1= begPos: [[Array]] format [[Position#PositionASL|PositionASL]] - virtual line start
|p2= endPos: [[Array]] format [[Position#PositionASL|PositionASL]] - virtual line end
|p2= endPos: [[Array]] format [[Position#PositionASL|PositionASL]] - virtual line end
|p3= ignoreObj1: [[Object]] - object to ignore
 
|p4= ignoreObj2: [[Object]] - object to ignore
|p3= ignoreObj1: [[Object]] - (Optional) - object to ignore
|p5= sortByDistance: [[Boolean]] - [[true]]: furthest object first, closest object last; [[false]]: unsorted
 
|p6= flags: [[Number]]
|p4= ignoreObj2: [[Object]] - (Optional) - object to ignore
 
|p5= sortByDistance: [[Boolean]] - (Optional) - [[true]]: furthest object first, closest object last; [[false]]: unsorted
 
|p6= flags: [[Number]] - (Optional)
* 1 - CF_ONLY_WATER  
* 1 - CF_ONLY_WATER  
* 2 - CF_NEAREST_CONTACT  
* 2 - CF_NEAREST_CONTACT  
Line 25: Line 31:
Flags can be combined: 2 + 4 = 6 is CF_NEAREST_OBJECT + CF_ONLY_STATIC
Flags can be combined: 2 + 4 = 6 is CF_NEAREST_OBJECT + CF_ONLY_STATIC


|r1= [[Array]] of [[Object|Objects]] - intersecting objects
|r1= [[Array]] of [[Object]]s - intersecting objects
 
|x1= <sqf>
data = [];
displayFunction = {
{
data set [_foreachindex, lineIntersectsObjs [eyePos player, ATLToASL screenToWorld [0.5, 0.5], objNull, objNull, false, _x]];
} forEach [1, 2, 4, 8, 16, 32];


|x1= <code>Sto = [];
hintSilent format ["ONLY_WATER: %1\nNEAREST_CONTACT: %2\nONLY_STATIC: %3\nONLY_DYNAMIC: %4\nFIRST_CONTACT: %5\nALL_OBJECTS: %6",
Fn = {
data select 0, data select 1, data select 2, data select 3, data select 4, data select 5];
  {
    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</code>
["sample_id", "onEachFrame", "displayFunction"] call BIS_fnc_addStackedEventHandler;
// example display objects' array in the middle of the screen sorted by 6 flags
</sqf>


|seealso= [[lineIntersectsSurfaces]] [[lineIntersectsWith]] [[terrainIntersect]] [[terrainIntersectASL]] [[terrainIntersectAtASL]] [[lineIntersects]] [[intersect]] [[cursorObject]] [[cursorTarget]] [[checkVisibility]]
|seealso= [[lineIntersectsSurfaces]] [[lineIntersectsWith]] [[terrainIntersect]] [[terrainIntersectASL]] [[terrainIntersectAtASL]] [[lineIntersects]] [[intersect]] [[cursorObject]] [[cursorTarget]] [[checkVisibility]]
}}
}}


 
{{Note
<dl class="command_description">
|user= AgentRev
 
|timestamp= 20160329060700
<dt></dt>
|text= Distance sorting is relative to object model center, and not intersect position.
<dd class="notedate">Posted on March 29, 2016 - 05:07 (UTC)</dd>
}}
<dt class="note">[[User:AgentRevolution|AgentRev]]</dt>
<dd class="note">
Distance sorting is relative to object model center, and not intersect position.
</dd>
 
</dl>

Latest revision as of 16:58, 4 October 2024

Hover & click on the images for description

Description

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

Syntax

Syntax:
lineIntersectsObjs [begPos, endPos, ignoreObj1, ignoreObj2, sortByDistance, flags]
Parameters:
begPos: Array format PositionASL - virtual line start
endPos: Array format PositionASL - virtual line end
ignoreObj1: Object - (Optional) - object to ignore
ignoreObj2: Object - (Optional) - object to ignore
sortByDistance: Boolean - (Optional) - true: furthest object first, closest object last; false: unsorted
flags: Number - (Optional)
  • 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:
data = []; displayFunction = { { data 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\nNEAREST_CONTACT: %2\nONLY_STATIC: %3\nONLY_DYNAMIC: %4\nFIRST_CONTACT: %5\nALL_OBJECTS: %6", data select 0, data select 1, data select 2, data select 3, data select 4, data select 5]; }; ["sample_id", "onEachFrame", "displayFunction"] call BIS_fnc_addStackedEventHandler; // example display objects' array in the middle of the screen sorted by 6 flags

Additional Information

See also:
lineIntersectsSurfaces lineIntersectsWith terrainIntersect terrainIntersectASL terrainIntersectAtASL lineIntersects 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
AgentRev - c
Posted on Mar 29, 2016 - 06:07 (UTC)
Distance sorting is relative to object model center, and not intersect position.