lineIntersectsWith: Difference between revisions

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|r1= [[Array]] - intersecting objects
|r1= [[Array]] - intersecting objects


|x1= <code>_objects = lineIntersectsWith [<nowiki/>eyePos player, AGLtoASL [[screenToWorld]] [0.5,0.5]];</code>
|x1= <code>_objects = lineIntersectsWith [<nowiki/>eyePos player, AGLtoASL screenToWorld [0.5,0.5]];</code>


|x2= Sort by distance:
|x2= Sort by distance:
<code>_objects = lineIntersectsWith [<nowiki/>eyePos player, AGLtoASL [[screenToWorld]] [0.5,0.5], [[objNull]], [[objNull]], [[true]]];</code>
<code>_objects = lineIntersectsWith [<nowiki/>eyePos player, AGLtoASL screenToWorld [0.5,0.5], [[objNull]], [[objNull]], [[true]]];</code>


|x3= Ignore objects:
|x3= Ignore objects:
<code>_objects = lineIntersectsWith [<nowiki/>eyePos player, aimPos chopper, [[player]], chopper];</code>
<code>_objects = lineIntersectsWith [<nowiki/>eyePos player, aimPos chopper, player, chopper];</code>


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

Revision as of 11:17, 12 May 2022

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.
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: (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:
lineIntersectsSurfaces lineIntersectsObjs intersect terrainIntersect terrainIntersectASL terrainIntersectAtASL lineIntersects 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