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| [[vectorDiff]], [[vectorCrossProduct]], [[vectorDotProduct]], [[vectorCos]], [[vectorMagnitude]], [[vectorMagnitudeSqr]], [[vectorMultiply]], [[vectorDistance]], [[vectorDistanceSqr]], [[vectorDir]], [[vectorUp]], [[setVectorDir]], [[setVectorUp]], [[setVectorDirAndUp]], [[vectorNormalized]], [[matrixMultiply]], [[matrixTranspose]] | | [[vectorDiff]], [[vectorCrossProduct]], [[vectorDotProduct]], [[vectorCos]], [[vectorMagnitude]], [[vectorMagnitudeSqr]], [[vectorMultiply]], [[vectorDistance]], [[vectorDistanceSqr]], [[vectorDir]], [[vectorUp]], [[setVectorDir]], [[setVectorUp]], [[setVectorDirAndUp]], [[vectorNormalized]], [[matrixMultiply]], [[matrixTranspose]] | ||
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Revision as of 00:45, 19 January 2021
Description
- Description:
- Unit vector, equal to direction from vector1 to vector2. In other words this command produces normalised vector between given 2 points. To get a normal vector use vectorDiff.
- Groups:
- Math - Vectors
Syntax
- Syntax:
- vector1 vectorFromTo vector2
- Parameters:
- vector1: Array - vector 3D or 2D (since Arma 3 v1.99.146539, z coordinate is defaulted to 0)
- vector2: Array - vector 3D or 2D (since Arma 3 v1.99.146539, z coordinate is defaulted to 0)
- Return Value:
- Array
Examples
- Example 1:
[1,2,3] vectorFromTo [4,5,6]; //[0.57735,0.57735,0.57735] //is the same as vectorNormalized ([4,5,6] vectorDiff [1,2,3]); //[0.57735,0.57735,0.57735]
Additional Information
- See also:
- vectorDiffvectorCrossProductvectorDotProductvectorCosvectorMagnitudevectorMagnitudeSqrvectorMultiplyvectorDistancevectorDistanceSqrvectorDirvectorUpsetVectorDirsetVectorUpsetVectorDirAndUpvectorNormalizedmatrixMultiplymatrixTranspose
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
- Posted on 19 Jul, 2014
- ffur2007slx2_5
-
(ArmA3 1.26) Algorithm:
Vector1 = [x1,y1,z1]; Vector2 = [x2,y2,z2]; Result = [(x1 – x2)/(sqrt ((x1 – x2) ^ 2 + (y1 – y2) ^ 2 + (z1 – z2) ^ 2)), (y1 – y2)/(sqrt ((x1 – x2) ^ 2 + (y1 – y2) ^ 2 + (z1 – z2) ^ 2)), (z1 – z2)/(sqrt ((x1 – x2) ^ 2 + (y1 – y2) ^ 2 + (z1 – z2) ^ 2))];