lineIntersectsWith: Difference between revisions

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|s1= [[lineIntersectsWith]] [begPos, endPos, objIgnore1, objIgnore2, sortByDistance]
|s1= [[lineIntersectsWith]] [begPos, endPos, objIgnore1, objIgnore2, sortByDistance]


|p1= begPos: [[Position#PositionASL|PositionASL]] - virtual line start
|p1= begPos: [[Array]] format [[Position#PositionASL|PositionASL]] - virtual line start


|p2= endPos: [[Position#PositionASL|PositionASL]] - virtual line end
|p2= endPos: [[Array]] format [[Position#PositionASL|PositionASL]] - virtual line end


|p3= objIgnore1: (optional) [[Object]] - object to ignore. When testing intersection from an object/unit/vehicle, pass that object here to prevent intersection inside of the object.
|p3= objIgnore1: [[Object]] - (Optional) object to ignore. When testing intersection from an object/unit/vehicle, pass that object here to prevent intersection inside of the object.


|p4= objIgnore2: (optional) [[Object]] - another object to ignore. When testing intersection of a line between two objects, pass the second object here to prevent intersection inside of it being reported
|p4= objIgnore2: [[Object]] - (Optional) another object to ignore. When testing intersection of a line between two objects, pass the second object here to prevent intersection inside of it being reported


|p5= sortByDistance: (optional) [[Boolean]] - [[true]]: Sort by distance => furthermost object first, closest object last; [[false]]: unsorted
|p5= sortByDistance: [[Boolean]] - (Optional) [[true]]: sort by '''desc'''ending distance (furthermost object first, closest object last); [[false]]: unsorted


|r1= [[Array]] - intersecting objects
|r1= [[Array]] - intersecting objects


|x1= <code>_objects = [[lineIntersectsWith]] [<nowiki/>[[eyePos]] [[player]], [[AGLtoASL]] [[screenToWorld]] [0.5,0.5]];</code>
|x1= <sqf>_objects = lineIntersectsWith [eyePos player, AGLToASL screenToWorld [0.5, 0.5]];</sqf>


|x2= Sort by distance: <code>_objects = [[lineIntersectsWith]] [<nowiki/>[[eyePos]] [[player]], [[AGLtoASL]] [[screenToWorld]] [0.5,0.5], [[objNull]], [[objNull]], [[true]]];</code>
|x2= Sort by distance:
<sqf>_objects = lineIntersectsWith [eyePos player, AGLToASL screenToWorld [0.5, 0.5], objNull, objNull, true];</sqf>


|x3= Ignore objects: <code>_objects = [[lineIntersectsWith]] [<nowiki/>[[eyePos]] [[player]], [[aimPos]] chopper, [[player]], chopper];</code>
|x3= Ignore objects:
<sqf>_objects = lineIntersectsWith [eyePos player, aimPos chopper, player, chopper];</sqf>


|seealso= [[lineIntersectsSurfaces]] [[lineIntersectsObjs]], [[intersect]], [[terrainIntersect]], [[terrainIntersectASL]], [[terrainIntersectAtASL]], [[lineIntersects]], [[cursorObject]], [[cursorTarget]], [[checkVisibility]]
|seealso= [[lineIntersectsSurfaces]] [[lineIntersectsObjs]] [[intersect]] [[terrainIntersect]] [[terrainIntersectASL]] [[terrainIntersectAtASL]] [[lineIntersects]] [[cursorObject]] [[cursorTarget]] [[checkVisibility]]
}}
}}



Latest revision as of 17:22, 23 December 2022

Hover & click on the images for description

Description

Description:
Returns objects intersecting with the virtual line from begPos to endPos. By default, the resulting array of intersecting objects is unsorted (see sortByDistance).
  • Does not work under water.
  • Max hardcoded distance is 1000m.
Groups:
Math - Geometry

Syntax

Syntax:
lineIntersectsWith [begPos, endPos, objIgnore1, objIgnore2, sortByDistance]
Parameters:
begPos: Array format PositionASL - virtual line start
endPos: Array format PositionASL - virtual line end
objIgnore1: Object - (Optional) object to ignore. When testing intersection from an object/unit/vehicle, pass that object here to prevent intersection inside of the object.
objIgnore2: Object - (Optional) another object to ignore. When testing intersection of a line between two objects, pass the second object here to prevent intersection inside of it being reported
sortByDistance: Boolean - (Optional) true: sort by descending distance (furthermost object first, closest object last); false: unsorted
Return Value:
Array - intersecting objects

Examples

Example 1:
_objects = lineIntersectsWith [eyePos player, AGLToASL screenToWorld [0.5, 0.5]];
Example 2:
Sort by distance:
_objects = lineIntersectsWith [eyePos player, AGLToASL screenToWorld [0.5, 0.5], objNull, objNull, true];
Example 3:
Ignore objects:
_objects = lineIntersectsWith [eyePos player, aimPos chopper, player, chopper];

Additional Information

See also:
lineIntersectsSurfaces lineIntersectsObjs intersect terrainIntersect terrainIntersectASL terrainIntersectAtASL lineIntersects cursorObject cursorTarget checkVisibility

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
Lou Montana - c
Posted on May 31, 2012 - 10:50 (UTC)
Please note the difference :
  • terrainIntersect
  • terrainIntersectASL
  • lineIntersects
  • lineIntersectsWith
  • lineIntersectsObjs
  • intersect