intersect: Difference between revisions
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Lou Montana (talk | contribs) m (Text replacement - "<code>([^<]*)\[\[([a-zA-Z][a-zA-Z0-9_]+)\]\]([^<]*) *<\/code>" to "<code>$1$2$3</code>") |
Lou Montana (talk | contribs) m (Text replacement - "<sqf>([^↵][^\/]*↵[^\/]*)<\/sqf>" to "<sqf> $1 </sqf>") |
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|p2= lodName: [[String]] | |p2= lodName: [[String]] | ||
|p3= begPos: [[Array]] | |p3= begPos: [[Array]] format [[Position#PositionAGL|PositionAGL]] | ||
|p4= endPos: [[Array]] | |p4= endPos: [[Array]] format [[Position#PositionAGL|PositionAGL]] | ||
|r1= [[Array]] - array of intersections in format: [<nowiki/>[selection, distance],...], where | |r1= [[Array]] - array of intersections in format: [<nowiki/>[selection, distance],...], where | ||
Line 42: | Line 42: | ||
The results are also sorted, closest selection first | The results are also sorted, closest selection first | ||
|x1= < | |x1= <sqf>[_tank, "VIEW"] intersect [[1500, 1500, 2], [1550, 1500, 2]];</sqf> | ||
|x2= < | |x2= <sqf> | ||
sphere = "Sign_Sphere10cm_F" createVehicle [0,0,0]; | |||
onEachFrame { | onEachFrame { | ||
_begPos = positionCameraToWorld [0,0,0]; | _begPos = positionCameraToWorld [0,0,0]; | ||
Line 59: | Line 60: | ||
_posASL = _begPosASL vectorAdd ((_begPosASL vectorFromTo _endPosASL) vectorMultiply _dist); | _posASL = _begPosASL vectorAdd ((_begPosASL vectorFromTo _endPosASL) vectorMultiply _dist); | ||
drawIcon3D ["", [1,1,1,1], ASLToAGL _posASL, 0, 0, 0, _name, 1, 0.03, "PuristaMedium"]; | drawIcon3D ["", [1,1,1,1], ASLToAGL _posASL, 0, 0, 0, _name, 1, 0.03, "PuristaMedium"]; | ||
sphere | sphere setPosASL _posASL; | ||
};</ | }; | ||
</sqf> | |||
|seealso= [[lineIntersectsSurfaces]] [[terrainIntersect]] [[terrainIntersectASL]] [[terrainIntersectAtASL]] [[lineIntersects]] [[lineIntersectsWith]] [[lineIntersectsObjs]] [[cursorObject]] [[cursorTarget]] [[checkVisibility]] | |seealso= [[lineIntersectsSurfaces]] [[terrainIntersect]] [[terrainIntersectASL]] [[terrainIntersectAtASL]] [[lineIntersects]] [[lineIntersectsWith]] [[lineIntersectsObjs]] [[cursorObject]] [[cursorTarget]] [[checkVisibility]] | ||
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|timestamp= 20140327145200 | |timestamp= 20140327145200 | ||
|text= Example (In {{arma3}} ver 1.14) display returned arrays on cursor entities: | |text= Example (In {{arma3}} ver 1.14) display returned arrays on cursor entities: | ||
< | <sqf> | ||
Sto = []; | |||
Fn = { | Fn = { | ||
{ | { | ||
Sto | 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"] | ["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]. | ||
}} | }} |
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