lineIntersectsWith: Difference between revisions
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(Fixed examples. screenToWorld returns AGL not ATL) |
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|x1= <code>_objects = [[lineIntersectsWith]] <nowiki>[</nowiki>[[eyePos]] [[player]], [[ | |x1= <code>_objects = [[lineIntersectsWith]] <nowiki>[</nowiki>[[eyePos]] [[player]], [[AGLtoASL]] [[screenToWorld]] [0.5,0.5]];</code> |= Example 1 | ||
|x2= Sort by distance: <code>_objects = [[lineIntersectsWith]] <nowiki>[</nowiki>[[eyePos]] [[player]], [[ | |x2= Sort by distance: <code>_objects = [[lineIntersectsWith]] <nowiki>[</nowiki>[[eyePos]] [[player]], [[AGLtoASL]] [[screenToWorld]] [0.5,0.5], [[objNull]], [[objNull]], [[true]]];</code> |= Example 2 | ||
|x3= Ignore objects: <code>_objects = [[lineIntersectsWith]] <nowiki>[</nowiki>[[eyePos]] [[player]], [[aimPos]] chopper, [[player]], chopper];</code> |= Example 3 | |x3= Ignore objects: <code>_objects = [[lineIntersectsWith]] <nowiki>[</nowiki>[[eyePos]] [[player]], [[aimPos]] chopper, [[player]], chopper];</code> |= Example 3 |
Revision as of 22:58, 14 October 2017
Description
- Description:
- Returns objects intersecting with the virtual line from begPos to endPos. By default resulting array of intersecting objects is unsorted. To sort by distance set sortByDistance param to true.
NOTE: Doesn't work under water. Max hardcoded distance is 1000m. - Groups:
- Uncategorised
Syntax
- Syntax:
- lineIntersectsWith [begPos, endPos, objIgnore1, objIgnore2, sortByDistance]
- Parameters:
- [begPos, endPos, objIgnore1, objIgnore2, sortByDistance]: Array
- begPos: PositionASL - virtual line start
- endPos: PositionASL - virtual line end
- objIgnore1: (optional) Object - object to ignore. When testing intersection from an object/unit/vehicle, pass that object here to prevent intersection inside of the object.
- objIgnore2: (optional) Object - 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
- sortByDistance: (optional) Boolean - true: Sort by distance => furthermost object first, closest object last; false: unsorted
- Return Value:
- Array - intersecting objects
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];
Additional Information
- See also:
- lineIntersectsSurfaceslineIntersectsObjsintersectterrainIntersectterrainIntersectASLterrainIntersectAtASLlineIntersectscursorObjectcursorTargetcheckVisibility
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
Notes
- Posted on may 31, 2012 - 10:50 (CEST)
- Lou Montana
- Please note the difference :
- terrainIntersect
- terrainIntersectASL
- lineIntersects
- lineIntersectsWith
- lineIntersectsObjs
- intersect