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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