Arma 3 Scripting

Command in Math - Geometry

intersect

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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:

Syntax

[object, lodName] intersect [begPos, endPos]

Parameters:

Returns: Array with [selection, distance]

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;
};

See also

lineIntersectsSurfaces · terrainIntersect · terrainIntersectASL · terrainIntersectAtASL · lineIntersects · lineIntersectsWith · lineIntersectsObjs · cursorObject · cursorTarget · checkVisibility

Community notes

ManDay

The most common LOD is "FIRE", which identifies the most detailled hitbox used for ammunition.

ffur2007slx2_5

Example (In Arma 3 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].

Killzone_Kid

intersect will spam .rpt if passed to it object has no skeleton. Use getModelInfo to filter out those objects.