BIS fnc boundingBoxCorner: Difference between revisions
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{{RV|type=function | |||
|game1= arma2oa | |||
|version1= 1.50 | |||
| | |game2= tkoh | ||
|version2= 1.00 | |||
| | |game3= arma3 | ||
|version3= 0.50 | |||
| <pre> | |gr1= Object Manipulation | ||
|descr= <pre> | |||
/* | /* | ||
Description: | Description: | ||
Returns position of all four bounding box corners | |||
OR | |||
Returns position of the nearest corner to the given position | |||
Parameter(s): | Parameter(s): | ||
_this: OBJECT - object with bounding box | |||
OR | |||
_this: ARRAY in format: | |||
0: OBJECT - object with bounding box | |||
1: ARRAY or OBJECT - position for which the nearest corner is returned | |||
Returns: | Returns: | ||
ARRAY in format [pos1, pos2, pos3, pos4] - 4 corners of the bounding box | |||
OR | |||
ARRAY in format [x,y,z] - position of the nearest corner | |||
Example 1: | |||
_corners = car call BIS_fnc_boundingBoxCorner; | |||
Example 2: | |||
_nearestCorner = [car, player] call BIS_fnc_boundingBoxCorner; | |||
*/</pre> | |||
| | {{Wiki|placeholder}} | ||
| | |s1= <!-- [] call [[BIS_fnc_boundingBoxCorner]] --> | ||
| | |r1= | ||
| | |x1= | ||
|seealso= | |||
}} | }} | ||
Latest revision as of 00:55, 8 August 2021
Description
- Description:
/* Description: Returns position of all four bounding box corners OR Returns position of the nearest corner to the given position Parameter(s): _this: OBJECT - object with bounding box OR _this: ARRAY in format: 0: OBJECT - object with bounding box 1: ARRAY or OBJECT - position for which the nearest corner is returned Returns: ARRAY in format [pos1, pos2, pos3, pos4] - 4 corners of the bounding box OR ARRAY in format [x,y,z] - position of the nearest corner Example 1: _corners = car call BIS_fnc_boundingBoxCorner; Example 2: _nearestCorner = [car, player] call BIS_fnc_boundingBoxCorner; */
- Execution:
- call
- Groups:
- Object Manipulation
Syntax
- Syntax:
- Syntax needed
- Return Value:
- Return value needed
Examples
- Examples:
- Example needed
Additional Information
- See also:
- See also needed
Notes
-
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