intersect: Difference between revisions
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Lou Montana (talk | contribs) m (Text replacement - "<code>([^<]*)\[\[([a-zA-Z][a-zA-Z0-9_]+)\]\]([^<]*) *<\/code>" to "<code>$1$2$3</code>") |
Lou Montana (talk | contribs) m (Text replacement - "<code>([^<]*)\[\[([a-zA-Z][a-zA-Z0-9_]+)\]\]([^<]*) *<\/code>" to "<code>$1$2$3</code>") |
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_ins = lineIntersectsSurfaces [_begPosASL, _endPosASL, player, objNull, true, 1, "FIRE", "NONE"]; | _ins = lineIntersectsSurfaces [_begPosASL, _endPosASL, player, objNull, true, 1, "FIRE", "NONE"]; | ||
if (_ins isEqualTo []) exitWith {sphere setPosASL [0,0,0]}; | if (_ins isEqualTo []) exitWith {sphere setPosASL [0,0,0]}; | ||
_ins | _ins select 0 [[params]] ["_pos", "_norm", "_obj", "_parent"]; | ||
[[if]] !([[getModelInfo]] _parent [[select]] 2) [[exitWith]] {sphere [[setPosASL]] [0,0,0]}; | [[if]] !([[getModelInfo]] _parent [[select]] 2) [[exitWith]] {sphere [[setPosASL]] [0,0,0]}; | ||
_ins2 = [_parent, "FIRE"] [[intersect]] [_begPos, _endPos]; | _ins2 = [_parent, "FIRE"] [[intersect]] [_begPos, _endPos]; |
Revision as of 13:08, 12 May 2022
Description
- Description:
- Finds named selections in object which are in specified LOD, intersected by given section of a line. Return value is in the form of [selection, distance]. Multiple returned arrays are nested within a single array. No intersection returns []. lodName could be one of the following:
- "FIRE"
- "VIEW"
- "GEOM"
- "IFIRE" - ("I" stands for Indirect, almost the same as FIRE)
- 2.02 "PHYSX" - PhysX geometry LOD
- Groups:
- Math - Geometry
Syntax
- Syntax:
- [object, lodName] intersect [begPos, endPos]
- Parameters:
- object: Object
- lodName: String
- begPos: Array - format PositionAGL
- endPos: Array - format PositionAGL
- Return Value:
- Array - array of intersections in format: [[selection, distance],...], where
- selection - name of intersected selection
- distance - distance from begPos
Examples
- Example 1:
[_tank, "VIEW"] intersect [[1500, 1500, 2], [1550, 1500, 2]];
- Example 2:
sphere = "Sign_Sphere10cm_F" createVehicle [0,0,0]; onEachFrame { _begPos = positionCameraToWorld [0,0,0]; _begPosASL = AGLToASL _begPos; _endPos = positionCameraToWorld [0,0,1000]; _endPosASL = AGLToASL _endPos; _ins = lineIntersectsSurfaces [_begPosASL, _endPosASL, player, objNull, true, 1, "FIRE", "NONE"]; if (_ins isEqualTo []) exitWith {sphere setPosASL [0,0,0]}; _ins select 0 params ["_pos", "_norm", "_obj", "_parent"]; if !(getModelInfo _parent select 2) exitWith {sphere setPosASL [0,0,0]}; _ins2 = [_parent, "FIRE"] intersect [_begPos, _endPos]; if (_ins2 isEqualTo []) exitWith {sphere setPosASL [0,0,0]}; _ins2 select 0 params ["_name", "_dist"]; _posASL = _begPosASL vectorAdd ((_begPosASL vectorFromTo _endPosASL) vectorMultiply _dist); drawIcon3D ["", [1,1,1,1], ASLToAGL _posASL, 0, 0, 0, _name, 1, 0.03, "PuristaMedium"]; sphere setPosASL _posASL; };
Additional Information
- See also:
- lineIntersectsSurfaces terrainIntersect terrainIntersectASL terrainIntersectAtASL lineIntersects lineIntersectsWith lineIntersectsObjs 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
- Posted on Jul 25, 2007 - 08:37 (UTC)
- The most common LOD is "FIRE", which identifies the most detailled hitbox used for ammunition.
- Posted on Mar 27, 2014 - 14:52 (UTC)
-
Example (In Arma 3 ver 1.14) display returned arrays on cursor entities:
Sto = []; Fn = { { Sto set [_foreachindex,[cursorTarget, _x] intersect [ASLToAGL eyePos player, screenToWorld [0.5,0.5]]]; } foreach ["FIRE", "VIEW", "GEOM", "IFIRE"]; hintSilent format ["FIRE: %1, VIEW: %2, GEOM: %3, IFIRE: %4",Sto select 0, Sto select 1, Sto select 2, Sto select 3]; }; ["sample_id", "onEachFrame", "Fn"] call BIS_fnc_addStackedEventHandler;
Return FIRE: [something], VIEW: [something], GEOM: [something], IFIRE: [something].
- Posted on Aug 20, 2015 - 18:34 (UTC)
- intersect will spam .rpt if passed to it object has no skeleton. Use getModelInfo to filter out those objects.
Categories:
- Scripting Commands
- Introduced with Armed Assault version 1.00
- ArmA: Armed Assault: New Scripting Commands
- ArmA: Armed Assault: Scripting Commands
- Arma 2: Scripting Commands
- Arma 2: Operation Arrowhead: Scripting Commands
- Take On Helicopters: Scripting Commands
- Arma 3: Scripting Commands
- Command Group: Math - Geometry