lineIntersectsObjs

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Description

Description:
Returns a list of objects intersected by the line from begPos to endPos.
Groups:
Math - Geometry

Syntax

Syntax:
lineIntersectsObjs [begPos, endPos, ignoreObj1, ignoreObj2, sortByDistance, flags]
Parameters:
begPos: Array format PositionASL - virtual line start
endPos: Array format PositionASL - virtual line end
ignoreObj1: Object - object to ignore
ignoreObj2: Object - object to ignore
sortByDistance: Boolean - true: furthest object first, closest object last; false: unsorted
flags: Number
  • 1 - CF_ONLY_WATER
  • 2 - CF_NEAREST_CONTACT
  • 4 - CF_ONLY_STATIC
  • 8 - CF_ONLY_DYNAMIC
  • 16 - CF_FIRST_CONTACT
  • 32 - CF_ALL_OBJECTS (Usable only with CF_FIRST_CONTACT and it will check one contact per object)
Flags can be combined: 2 + 4 = 6 is CF_NEAREST_OBJECT + CF_ONLY_STATIC
Return Value:
Array of Objects - intersecting objects

Examples

Example 1:
Sto = []; Fn = { { Sto set [_foreachindex,lineIntersectsObjs [(eyePos player),(ATLToASL screenToWorld [0.5,0.5]),objNull,objNull,false,_x]]; } forEach [1,2,4,8,16,32]; hintSilent format [" ONLY_WATER: %1, NEAREST_CONTACT: %2, ONLY_STATIC: %3, ONLY_DYNAMIC: %4, FIRST_CONTACT: %5, ALL_OBJECTS: %6", Sto select 0,Sto select 1,Sto select 2,Sto select 3,Sto select 4,Sto select 5]; }; ["sample_id","onEachFrame","Fn"] call BIS_fnc_addStackedEventHandler; //Example display objects' array in the middle of the screen sorted by 6 flags

Additional Information

See also:
lineIntersectsSurfaces lineIntersectsWith terrainIntersect terrainIntersectASL terrainIntersectAtASL lineIntersects intersect 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 2016-03-29 - 05:07 (UTC)
AgentRev
Distance sorting is relative to object model center, and not intersect position.