lineIntersectsWith: Difference between revisions

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(corrected description)
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| Returns objects intersecting with the virtual line from begPos to endPos. |= Description
| Returns objects intersecting with the virtual line from ''begPos'' to ''endPos''. Default sort order of the output array => closest object first. To reverse order set ''reverseOrder'' param to true. |= Description
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| '''lineIntersectsWith''' [begPos, endPos, objIgnore1, objIgnore2, sortByDist] |= Syntax
| '''lineIntersectsWith''' [begPos, endPos, objIgnore1, objIgnore2, reverseOrder] |= Syntax


|p1= begPos: [[PositionASL]] |= Parameter 1
|p1= begPos: [[PositionASL]] - virtual line start |= Parameter 1
|p2= endPos: [[PositionASL]] |= Parameter 2
|p2= endPos: [[PositionASL]] - virtual line end |= Parameter 2
|p3= 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.|=Parameter 3
|p3= 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.|=Parameter 3
|p4= objIgnore2: (optional) [[Object]] - another object to ignore. When testing intersection of a line between two objects, pass the second object here to prevent interesection inside of it being reported|= Parameter 4
|p4= 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|= Parameter 4
|p5= sortByDist: (optional) [[Boolean]] - sort intersecting objects by distance |= Parameter 5
|p5= reverseOrder: (optional) [[Boolean]] - [[true]]: reverse sort order => furthermost object first; [[false]]: default sort order => closest object first. |= Parameter 5


| [[Array]] - intersecting objects |= Return value
| [[Array]] - intersecting objects |= Return value
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|x1= <pre>lineIntersectsWith [eyePos player, aimPos chopper, player, chopper]</pre> |= Example 1
|x1= <code>_objects = [[lineIntersectsWith]] <nowiki>[</nowiki>[[eyePos]] [[player]], [[ATLtoASL]] [[screenToWorld]] [0.5,0.5]];</code> |= Example 1
 
|x2= Reverse sorting: <code>_objects = [[lineIntersectsWith]] <nowiki>[</nowiki>[[eyePos]] [[player]], [[ATLtoASL]] [[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
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Revision as of 21:46, 16 November 2013

Hover & click on the images for description

Description

Description:
lineIntersectsWith [begPos, endPos, objIgnore1, objIgnore2, reverseOrder]
Groups:
Uncategorised

Syntax

Syntax:
Array - intersecting objects
Parameters:
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
reverseOrder: (optional) Boolean - true: reverse sort order => furthermost object first; false: default sort order => closest object first.
Return Value:
terrainIntersect, lineIntersects

Examples

Example 1:
_objects = lineIntersectsWith [eyePos player, ATLtoASL screenToWorld [0.5,0.5]];
Example 2:
Reverse sorting: _objects = lineIntersectsWith [eyePos player, ATLtoASL screenToWorld [0.5,0.5], objNull, objNull, true];
Example 3:
Ignore objects: _objects = lineIntersectsWith [eyePos player, aimPos chopper, player, chopper];

Additional Information

See also:
See also needed

Notes

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Only post proven facts here! Add Note

Notes

Posted on may 31, 2012 - 10:50 (CEST)
Lou Montana
Please note the difference :
  • terrainIntersect
  • lineIntersects
  • lineIntersectsWith

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