lineIntersectsSurfaces
Description
- Description:
- Returns list of intersections with surfaces from begPosASL to endPosASL. If there is ground intersection, it is also included. Works on units. Works underwater. Doesn't return intersection with sea surface. Hardcoded max distance: 5000m.
- Groups:
- Uncategorised
Syntax
- Syntax:
- lineIntersectsSurfaces [begPosASL, endPosASL, ignoreObj1, ignoreObj2, sortMode, maxResults]
- Parameters:
- [begPosASL, endPosASL, ignoreObj1, ignoreObj2, sortMode, maxResults]: 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 1st surface
- surfaceNormal - a normal to the intersected surface
- intersectObject - the object the surface belongs to (could be proxy object)
- parentObject - the object proxy object belongs to (not always the same as intersect object)
Examples
- Example 1:
_intersections = lineIntersectsSurfaces [eyePos player, aimPos chopper, player, chopper, true, -1];
- Example 2:
arrow = "Sign_Arrow_F" createVehicle [0,0,0]; onEachFrame { _ins = lineIntersectsSurfaces [ ATLToASL positionCameraToWorld [0,0,0], ATLToASL positionCameraToWorld [0,0,1000], player ]; if (count _ins == 0) exitWith {arrow setPosASL [0,0,0]}; arrow setPosASL (_ins select 0 select 0); arrow setVectorUp (_ins select 0 select 1); hintSilent str _ins; };
Additional Information
- See also:
- lineIntersectsWithlineIntersectsObjsterrainIntersectterrainIntersectASLlineIntersectsintersect
Notes
-
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Only post proven facts here! Add Note
[[Category:Introduced with arma3dev version 1.49]][[ Category: arma3dev: New Scripting Commands | LINEINTERSECTSSURFACES]][[ Category: arma3dev: Scripting Commands | LINEINTERSECTSSURFACES]]
Notes
Bottom Section
You can combine with intersect command to find selection names on intersected objects (in this example priority is geom >> ifire >> fire >> view):
<nowiki>arrow = "Sign_Arrow_F" createVehicle [0,0,0];
testFunc = { _ins = lineIntersectsSurfaces [ ATLToASL positionCameraToWorld [0,0,0], ATLToASL positionCameraToWorld [0,0,1000], player ]; if (count _ins == 0) exitWith { arrow setPosASL [0,0,0] }; arrow setPosASL (_ins select 0 select 0); arrow setVectorUp (_ins select 0 select 1); _intDist = (_ins select 0 select 0) distance (ATLToASL positionCameraToWorld [0,0,0]); _sel = ""; _dist = 10000; { _ins2 = [_ins select 0 select 3,_x] intersect [ positionCameraToWorld [0,0,0], positionCameraToWorld [0,0,_intDist + 0.1] ];
{ if (_x select 1 < _dist) then { _dist = _x select 1; _sel = _x select 0 }; } forEach _ins2; if (_sel != "") exitWith {}; } forEach ["GEOM","IFIRE","FIRE","VIEW"];
hintsilent format ["GEOM: %1",_sel]; }; ["sample_id","onEachFrame","testFunc"] call BIS_fnc_addStackedEventHandler;