selectionPosition: Difference between revisions

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(change the word detectionMode to returnMode)
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|r3= [[Array]] - [[Position#PositionRelative|relative position]] in model space. If selection does not exist, {{ic|[0, 0, 0]}} is returned. If returnMode is {{ic|"BoundingBox"}}, [[Array]] of [[Array]]s
|r3= [[Array]] - [[Position#PositionRelative|relative position]] in model space. If selection does not exist, {{ic|[0, 0, 0]}} is returned. If returnMode is {{ic|"BoundingBox"}}, [[Array]] of [[Array]]s


|x1= <code>_inModelPosition = [[player]] [[selectionPosition]] "head_hit";</code>
|x1= <code>_inModelPosition = player [[selectionPosition]] "head_hit";</code>


|x2= <code>_inModelPosition = [[player]] [[selectionPosition]] "pelvis";</code>
|x2= <code>_inModelPosition = player [[selectionPosition]] "pelvis";</code>


|x3= <code>_inModelPosition = [[player]] [[selectionPosition]] "head";</code>
|x3= <code>_inModelPosition = player [[selectionPosition]] "head";</code>


|x4= <code>_inModelPosition = [[player]] [[selectionPosition]] "camera";</code>
|x4= <code>_inModelPosition = player [[selectionPosition]] "camera";</code>


|x5= <code>stomper [[selectionPosition]] ["wheel_1_1", "HitPoints", "FirstPoint"]; {{cc|[-0.774058,0.860854,-1.40365]}}
|x5= <code>stomper [[selectionPosition]] ["wheel_1_1", "HitPoints", "FirstPoint"]; {{cc|[-0.774058,0.860854,-1.40365]}}

Revision as of 11:13, 12 May 2022

Hover & click on the images for description

Description

Description:
Returns selection position in model space pertaining to the current animation in render time scope. When the default syntax is used, command searches first in Memory level, then in Geometry level, FireGeometry level, LandContact level, HitPoints level and finally in ViewGeometry level and returns the first matching find. The second syntax allows to specify which one of these levels to search in instead.
Sometimes internally "ViewGeometry" could be equal to "Geometry", and "FireGeometry" could be equal to "ViewGeometry". In order to pinpoint the actual LOD, use allLODs and LOD resolution as argument for selecting the LOD.
Groups:
Object ManipulationRender Time Scope

Syntax 1

Syntax:
object selectionPosition selectionName
Parameters:
object: Object
selectionName: String
Return Value:
Array - relative position in model space. If selection does not exist, [0, 0, 0] is returned.

Syntax 2

Syntax:
object selectionPosition [selectionName, LOD, returnMode]
Parameters:
object: Object
selectionName: String
since Arma 3 logo black.png2.06
LOD: String or Number - can be one of:
  • "Memory"
  • "Geometry"
  • "FireGeometry"
  • "LandContact"
  • "HitPoints"
  • Arma 3 logo black.png2.06 "ViewGeometry"
When Number is used, command searches for a LOD with the similar LOD resolution
since Arma 3 logo black.png2.08
returnMode: String (Optional, default "FirstPoint") - can be one of:
  • "FirstPoint"
  • "AveragePoint"
  • "BoundingBox"
Return Value:
Array - relative position in model space. If selection does not exist, [0, 0, 0] is returned. If returnMode is "BoundingBox", Array of Arrays

Syntax 3

Syntax:
selectionPosition [object, selectionName, LODIndex, isVisual, returnMode]
Parameters:
object: Object
selectionName: String
LODIndex: Number - the index of the target LOD (see allLODs)
isVisual: Boolean - (Optional, default true) true for Render, false for Simulation time scope
since Arma 3 logo black.png2.08
returnMode: String (Optional, default "FirstPoint") - can be one of:
  • "FirstPoint"
  • "AveragePoint"
  • "BoundingBox"
Return Value:
Array - relative position in model space. If selection does not exist, [0, 0, 0] is returned. If returnMode is "BoundingBox", Array of Arrays

Examples

Example 1:
_inModelPosition = player selectionPosition "head_hit";
Example 2:
_inModelPosition = player selectionPosition "pelvis";
Example 3:
_inModelPosition = player selectionPosition "head";
Example 4:
_inModelPosition = player selectionPosition "camera";
Example 5:
stomper selectionPosition ["wheel_1_1", "HitPoints", "FirstPoint"]; // [-0.774058,0.860854,-1.40365] stomper selectionPosition ["wheel_1_1", "HitPoints", "AveragePoint"]; // [-0.597142,1.35486,-1.58345] stomper selectionPosition ["wheel_1_1", "HitPoints", "BoundingBox"]; // [[-0.774058,0.860854,-2.07746],[-0.420225,1.84887,-1.08944]]

Additional Information

See also:
modelToWorld selectionNames getAllHitPointsDamage allLODs LOD resolutions

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
Killzone_Kid - c
Posted on Jun 25, 2017 - 15:13 (UTC)
Do use the filter that comes with Syntax 2 to suit your needs. For example player has 3 selections called "head" and their selectionPositions are quite different from each other: player selectionPosition ["head", "Memory"]; // [0.173798,0.330415,1.37783] player selectionPosition ["head", "FireGeometry"]; // [0.14375,0.206039,1.44689] player selectionPosition ["head", "HitPoints"]; // [0.144257,0.306769,1.53471]