lineIntersectsSurfaces: Difference between revisions
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|p2= begPosASL: [[PositionASL]] - virtual line start |= Parameter 1 | |p2= begPosASL: [[PositionASL]] - virtual line start |= Parameter 1 | ||
|p3= endPosASL: [[PositionASL]] - virtual line end |= Parameter 2 | |p3= endPosASL: [[PositionASL]] - virtual line end |= Parameter 2 | ||
|p4= ignoreObj1 (Optional): [[Object]] - first object to ignore or [[ | |p4= ignoreObj1 (Optional): [[Object]] - first object to ignore or [[objN¡ull]]: Default: [[objNull]]|=Parameter 3 | ||
|p5= ignoreObj2 (Optional): [[Object]] - second object to ignore or [[objNull]]: Default: [[objNull]] |= Parameter 4 | |p5= ignoreObj2 (Optional): [[Object]] - second object to ignore or [[objNull]]: Default: [[objNull]] |= Parameter 4 | ||
|p6= sortMode (Optional): [[Boolean]] - [[true]]: closest to furthest, [[false]]: furthest to closest. Default: [[true]] |= Parameter 5 | |p6= sortMode (Optional): [[Boolean]] - [[true]]: closest to furthest, [[false]]: furthest to closest. Default: [[true]] |= Parameter 5 | ||
|p7= maxResults (Optional): [[Number]] - Max results to return. -1 to return every result. Default: 1|= Parameter 6 | |p7= maxResults (Optional): [[Number]] - Max results to return. -1 to return every result. Default: 1|= Parameter 6 | ||
| | |p8= LOD1 (Optional): [[String]] (added in v1.51.131920) - Primary LOD to look for intersection. Default: "VIEW" |= Parameter 5 | ||
| | |p9= LOD2 (Optional): [[String]] (added in v1.51.131920) - Secondary LOD to look for intersection. Default: "FIRE" |= Parameter 6 | ||
| [[Array]] of intersections in format <nowiki>[</nowiki>[intersectPosASL, surfaceNormal, intersectObj, parentObject],...] where: | | [[Array]] of intersections in format <nowiki>[</nowiki>[intersectPosASL, surfaceNormal, intersectObj, parentObject],...] where: |
Revision as of 20:22, 18 August 2015
Description
- Description:
- Returns list of intersections with surfaces from begPosASL to endPosASL. If there is ground intersection, it is also included. Works on units. Works underwater. Doesn't return intersection with sea surface. Hardcoded max distance: 5000m.
Since Arma v1.51.131920 it is possible to indicate primary and secondary LOD to look for intersection. Available options are:- "FIRE"
- "VIEW"
- "GEOM"
- "IFIRE" - ("I" stands for Indirect, almost the same as FIRE)
- "NONE"
- Groups:
- Uncategorised
Syntax
- Syntax:
- lineIntersectsSurfaces [begPosASL, endPosASL, ignoreObj1, ignoreObj2, sortMode, maxResults, LOD1, LOD2]
- Parameters:
- [begPosASL, endPosASL, ignoreObj1, ignoreObj2, sortMode, maxResults, LOD1, LOD2]: Array
- begPosASL: PositionASL - virtual line start
- endPosASL: PositionASL - virtual line end
- ignoreObj1 (Optional): Object - first object to ignore or objN¡ull: Default: objNull
- ignoreObj2 (Optional): Object - second object to ignore or objNull: Default: objNull
- sortMode (Optional): Boolean - true: closest to furthest, false: furthest to closest. Default: true
- maxResults (Optional): Number - Max results to return. -1 to return every result. Default: 1
- LOD1 (Optional): String (added in v1.51.131920) - Primary LOD to look for intersection. Default: "VIEW"
- LOD2 (Optional): String (added in v1.51.131920) - Secondary LOD to look for intersection. Default: "FIRE"
- Return Value:
- Array of intersections in format [[intersectPosASL, surfaceNormal, intersectObj, parentObject],...] where:
- intersectPosASL - the actual position where line intersects 1st surface
- surfaceNormal - a normal to the intersected surface
- intersectObject - the object the surface belongs to (could be proxy object)
- parentObject - the object proxy object belongs to (not always the same as intersect object)
Examples
- Example 1:
_intersections = lineIntersectsSurfaces [eyePos player, aimPos chopper, player, chopper, true, -1];
- Example 2:
arrow = "Sign_Arrow_F" createVehicle [0,0,0]; onEachFrame { _ins = lineIntersectsSurfaces [ AGLToASL positionCameraToWorld [0,0,0], AGLToASL positionCameraToWorld [0,0,1000], player ]; if (count _ins == 0) exitWith {arrow setPosASL [0,0,0]}; arrow setPosASL (_ins select 0 select 0); arrow setVectorUp (_ins select 0 select 1); hintSilent str _ins; };
- Example 3:
- This should detect glass windows and wire fences (since Arma v1.51.131920):
wirefence = "Land_New_WiredFence_5m_F" createVehicle position player; arrow = "Sign_Arrow_F" createVehicle [0,0,0]; onEachFrame { _ins = lineIntersectsSurfaces [ AGLToASL positionCameraToWorld [0,0,0], AGLToASL positionCameraToWorld [0,0,1000], player, objNull, true, 1, "GEOM", "NONE" ]; if (count _ins == 0) exitWith {arrow setPosASL [0,0,0]}; arrow setPosASL (_ins select 0 select 0); arrow setVectorUp (_ins select 0 select 1); hintSilent str _ins; };
Additional Information
- See also:
- lineIntersectsWithlineIntersectsObjsterrainIntersectterrainIntersectASLlineIntersectsintersect
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
[[Category:Introduced with arma3dev version 1.49]][[ Category: arma3dev: New Scripting Commands | LINEINTERSECTSSURFACES]][[ Category: arma3dev: Scripting Commands | LINEINTERSECTSSURFACES]]