Difference between revisions of "lineIntersectsObjs"

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| [[Array]] of [[Object|Objects]] - intersecting objects |= Return value
 
| [[Array]] of [[Object|Objects]] - intersecting objects |= Return value
 
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|x1= <code>Sto = [];
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| [[lineIntersectsSurfaces]], [[lineIntersectsWith]], [[terrainIntersect]], [[terrainIntersectASL]], [[terrainIntersectAtASL]], [[lineIntersects]], [[intersect]], [[cursorObject]], [[cursorTarget]], [[checkVisibility]] |= See also
 
 
 
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<h3 style="display:none">Notes</h3>
 
<dl class="command_description">
 
<!-- Note Section BEGIN -->
 
<dd class="notedate">Posted on Mar 27, 2014 - 16:10
 
<dt class="note">'''[[User:ffur2007slx2_5|ffur2007slx2_5]]'''<dd class="note">
 
Example (in ArmA3 ver 1.14) display objects' array in the middle of the screen sorted by 6 flags:
 
<code>
 
Sto = [];
 
 
Fn = {
 
Fn = {
 
   {
 
   {
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};
 
};
 
["sample_id","onEachFrame","Fn"] [[call]] [[BIS_fnc_addStackedEventHandler]];
 
["sample_id","onEachFrame","Fn"] [[call]] [[BIS_fnc_addStackedEventHandler]];
</code>
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//Example display objects' array in the middle of the screen sorted by 6 flags</code>|= EXAMPLE1
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| [[lineIntersectsSurfaces]], [[lineIntersectsWith]], [[terrainIntersect]], [[terrainIntersectASL]], [[terrainIntersectAtASL]], [[lineIntersects]], [[intersect]], [[cursorObject]], [[cursorTarget]], [[checkVisibility]] |= See also
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<h3 style="display:none">Bottom Section</h3>
 
<h3 style="display:none">Bottom Section</h3>

Revision as of 01:00, 13 June 2018

Introduced with Arma 3 version 1.101.10Arguments of this scripting command don't have to be local to the client the command is executed on
Hover & click on the images for descriptions

Description

Description:
Returns list of objects intersected by given line from begPos to endPos.

Syntax

Syntax:
lineIntersectsObjs [begPos, endPos, withObj, ignoreObj, sortByDistance, flags]
Parameters:
begPos: PositionASL - virtual line start
endPos: PositionASL - virtual line end
withObj: Object
ignoreObj: Object
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 - 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:
lineIntersectsSurfaceslineIntersectsWithterrainIntersectterrainIntersectASLterrainIntersectAtASLlineIntersectsintersectcursorObjectcursorTargetcheckVisibility

Notes

i
Only post proven facts here. Report bugs on the feedback tracker. Use the Talk page or the Forums for discussions.


Bottom Section

Posted on March 29, 2016 - 05:07 (UTC)
AgentRev
Distance sorting is relative to object model center, and not intersect position.