BIS_fnc_getIntersectionsUnderCursor

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Description

Description:
Description needed
Execution:
call
Groups:
Geometry

Syntax

Syntax:
[begPosASL, endPosASL, ignoreObj1, ignoreObj2, sortMode, maxResults] call BIS_fnc_getIntersectionsUnderCursor
Parameters:
[begPosASL, endPosASL, ignoreObj1, ignoreObj2, sortMode, maxResults, LOD1, LOD2]: Array
begPosASL: PositionASL - virtual line start
endPosASL: PositionASL - virtual line end
ignoreObj1 (Optional): Object - first object to ignore or objNull: Default: objNull
ignoreObj2 (Optional): Object - second object to ignore or objNull: Default: objNull
sortMode (Optional): Boolean - true: closest to furthest, false: furthest to closest. Default: true
maxResults (Optional): Number - Max results to return. -1 to return every result. Default: 1
Return Value:
Array of intersections in format [[intersectPosASL, surfaceNormal, intersectObj, parentObject],...] where:
  • intersectPosASL - the actual position where line intersects surface
  • surfaceNormal - a normal to the intersected surface
  • intersectObject - the object the surface belongs to (could be proxy object) - objNull if terrain
  • parentObject - the object proxy object belongs to (not always the same as intersect object) - objNull if terrain

Examples

Example 1:
[ eyePos player, aimPos chopper, player, chopper, true ] call BIS_fnc_getIntersectionsUnderCursor;

Additional Information

See also:
lineIntersectsSurfaces

Notes

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