intersect: Difference between revisions

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(see also)
m (template:command argument fix)
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* "VIEW"
* "VIEW"
* "GEOM"
* "GEOM"
* "IFIRE" - ("I" stands for Indirect, almost the same as FIRE)|= Description
* "IFIRE" - ("I" stands for Indirect, almost the same as FIRE)|DESCRIPTION=
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| [object, lodName] '''intersect''' [begPos, endPos] |= Syntax
| [object, lodName] '''intersect''' [begPos, endPos] |SYNTAX=


|p1= [object, lodName]: [[Array]] |= Parameter 1
|p1= [object, lodName]: [[Array]] |PARAMETER1=
|p2= object: [[Object]] |= Parameter 2
|p2= object: [[Object]] |PARAMETER2=
|p3= lodName: [[String]] |= Parameter 3
|p3= lodName: [[String]] |PARAMETER3=
|p4= [begPos, endPos] : [[Array]] |= Parameter 4
|p4= [begPos, endPos] : [[Array]] |PARAMETER4=
|p5= begPos: [[Array]] - format [[PositionAGL]] |= Parameter 5
|p5= begPos: [[Array]] - format [[PositionAGL]] |PARAMETER5=
|p6= endPos: [[Array]] - format [[PositionAGL]] |= Parameter 6
|p6= endPos: [[Array]] - format [[PositionAGL]] |PARAMETER6=


| [[Array]] - array of intersections in format: <nowiki>[</nowiki>[selection, distance],...], where
| [[Array]] - array of intersections in format: <nowiki>[</nowiki>[selection, distance],...], where
* selection - name of intersected selection
* selection - name of intersected selection
* distance - distance from begPos
* distance - distance from begPos
The results are also sorted, closest selection first |= Return value
The results are also sorted, closest selection first |RETURNVALUE=
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|x1= <code>[_tank, "VIEW"] [[intersect]] [[1500, 1500, 2], [1550, 1500, 2]];</code> |= Example 1
|x1= <code>[_tank, "VIEW"] [[intersect]] [[1500, 1500, 2], [1550, 1500, 2]];</code> |EXAMPLE1=


|x2= <code>sphere = "Sign_Sphere10cm_F" [[createVehicle]] [0,0,0];
|x2= <code>sphere = "Sign_Sphere10cm_F" [[createVehicle]] [0,0,0];
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[[drawIcon3D]] ["", [1,1,1,1], [[ASLToAGL]] _posASL, 0, 0, 0, _name, 1, 0.03, "PuristaMedium"];
[[drawIcon3D]] ["", [1,1,1,1], [[ASLToAGL]] _posASL, 0, 0, 0, _name, 1, 0.03, "PuristaMedium"];
sphere [[setPosASL]] _posASL;
sphere [[setPosASL]] _posASL;
};</code> |= Example 2
};</code> |EXAMPLE2=
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| [[lineIntersectsSurfaces]], [[terrainIntersect]], [[terrainIntersectASL]], [[terrainIntersectAtASL]], [[lineIntersects]], [[lineIntersectsWith]], [[lineIntersectsObjs]], [[cursorObject]], [[cursorTarget]], [[checkVisibility]] |= See also
| [[lineIntersectsSurfaces]], [[terrainIntersect]], [[terrainIntersectASL]], [[terrainIntersectAtASL]], [[lineIntersects]], [[lineIntersectsWith]], [[lineIntersectsObjs]], [[cursorObject]], [[cursorTarget]], [[checkVisibility]] |SEEALSO=


}}
}}

Revision as of 15:41, 7 April 2019

-wrong parameter ("Arma") defined!-1.00
Hover & click on the images for description

Description

Description:
Finds named selections in object which are in specified LOD, intersected by given section of a line. Return value is in the form of [selection, distance]. Multiple returned arrays are nested within a single array. No intersection returns []. lodName could be one of the following:
  • "FIRE"
  • "VIEW"
  • "GEOM"
  • "IFIRE" - ("I" stands for Indirect, almost the same as FIRE)
Groups:
Uncategorised

Syntax

Syntax:
[object, lodName] intersect [begPos, endPos]
Parameters:
[object, lodName]: Array
object: Object
lodName: String
[begPos, endPos] : Array
begPos: Array - format PositionAGL
endPos: Array - format PositionAGL
Return Value:
Array - array of intersections in format: [[selection, distance],...], where
  • selection - name of intersected selection
  • distance - distance from begPos
The results are also sorted, closest selection first

Examples

Example 1:
[_tank, "VIEW"] intersect [[1500, 1500, 2], [1550, 1500, 2]];
Example 2:
sphere = "Sign_Sphere10cm_F" createVehicle [0,0,0]; onEachFrame { _begPos = positionCameraToWorld [0,0,0]; _begPosASL = AGLToASL _begPos; _endPos = positionCameraToWorld [0,0,1000]; _endPosASL = AGLToASL _endPos; _ins = lineIntersectsSurfaces [_begPosASL, _endPosASL, player, objNull, true, 1, "FIRE", "NONE"]; if (_ins isEqualTo []) exitWith {sphere setPosASL [0,0,0]}; _ins select 0 params ["_pos", "_norm", "_obj", "_parent"]; if !(getModelInfo _parent select 2) exitWith {sphere setPosASL [0,0,0]}; _ins2 = [_parent, "FIRE"] intersect [_begPos, _endPos]; if (_ins2 isEqualTo []) exitWith {sphere setPosASL [0,0,0]}; _ins2 select 0 params ["_name", "_dist"]; _posASL = _begPosASL vectorAdd ((_begPosASL vectorFromTo _endPosASL) vectorMultiply _dist); drawIcon3D ["", [1,1,1,1], ASLToAGL _posASL, 0, 0, 0, _name, 1, 0.03, "PuristaMedium"]; sphere setPosASL _posASL; };

Additional Information

See also:
lineIntersectsSurfacesterrainIntersectterrainIntersectASLterrainIntersectAtASLlineIntersectslineIntersectsWithlineIntersectsObjscursorObjectcursorTargetcheckVisibility

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

Notes

Posted on Jul 25, 2007 - 08:37
ManDay
The most common LOD is "FIRE", which identifies the most detailled hitbox used for ammunition.
Posted on Mar 27, 2014 - 14:52
ffur2007slx2_5
Example (In ArmA3 ver 1.14) display returned arrays on cursor entities:
Sto = []; Fn = { { Sto set [_foreachindex,[cursortarget,_x] intersect [(asltoagl (eyepos player)),(screentoworld [0.5,0.5])]]; } foreach ["FIRE","VIEW","GEOM","IFIRE"]; hintsilent format ["FIRE: %1, VIEW: %2, GEOM: %3, IFIRE: %4",Sto select 0,Sto select 1,Sto select 2,Sto select 3]; }; ["sample_id","onEachFrame","Fn"] call BIS_fnc_addStackedEventHandler; Return FIRE: [something], VIEW: [something], GEOM: [something], IFIRE: [something].

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Posted on August 20, 2015 - 18:34 (UTC)
Killzone Kid
intersect will spam .rpt if passed to it object has no skeleton. Use getModelInfo to filter out those objects.