lineIntersectsWith: Difference between revisions

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m (Some wiki formatting)
(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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* Max hardcoded distance is 1000m.
* Max hardcoded distance is 1000m.
}}
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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]
|s1= [[lineIntersectsWith]] [begPos, endPos, objIgnore1, objIgnore2, sortByDistance]
Line 26: Line 27:
|p2= endPos: [[Array]] format [[Position#PositionASL|PositionASL]] - virtual line end
|p2= endPos: [[Array]] format [[Position#PositionASL|PositionASL]] - virtual line end


|p3= objIgnore1: [[Object]] - (Optional) object to ignore. When testing intersection from an object/unit/vehicle, pass that object here to prevent intersection inside of the object.
|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 intersection of a line between two objects, pass the second object here to prevent intersection inside of it being reported
|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
|p5= sortByDistance: [[Boolean]] - (Optional) [[true]]: sort by '''desc'''ending distance (furthermost object first, closest object last); [[false]]: unsorted


|r1= [[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>
|x1= <sqf>_objects = lineIntersectsWith [eyePos player, AGLToASL screenToWorld [0.5, 0.5]];</sqf>
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<sqf>_objects = lineIntersectsWith [eyePos player, aimPos chopper, player, chopper];</sqf>
<sqf>_objects = lineIntersectsWith [eyePos player, aimPos chopper, player, chopper];</sqf>


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



Latest revision as of 02:04, 1 December 2024

Hover & click on the images for description

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).
  • Does not work under water.
  • Max hardcoded distance is 1000m.
Since Arma 3 logo black.png2.20, 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:
_objects = lineIntersectsWith [eyePos player, AGLToASL screenToWorld [0.5, 0.5]];
Example 2:
Sort by distance:
_objects = lineIntersectsWith [eyePos player, AGLToASL screenToWorld [0.5, 0.5], objNull, objNull, true];
Example 3:
Ignore objects:
_objects = lineIntersectsWith [eyePos player, aimPos chopper, player, chopper];
Example 4:
Alternative syntax to check intersections in parallel:
private _enemies = units opfor; private _enemyDataArray = _enemies apply { [eyePos player, aimPos _x, player, _x, true] }; private _result = lineIntersectsWith _enemyDataArray;

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
Lou Montana - c
Posted on May 31, 2012 - 10:50 (UTC)
Please note the difference :
  • terrainIntersect
  • terrainIntersectASL
  • lineIntersects
  • lineIntersectsWith
  • lineIntersectsObjs
  • intersect