setVectorDirAndUp: Difference between revisions
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{{ | {{RV|type=command | ||
| arma1 | | |game1= arma1 | ||
|version1= 1.09 | |||
|1. | |game2= arma2 | ||
|version2= 1.00 | |||
| | |game3= arma2oa | ||
|version3= 1.50 | |||
| | |game4= tkoh | ||
|version4= 1.00 | |||
| | |game5= arma3 | ||
|version5= 0.50 | |||
| [[File:Vectordirandup.jpg|right|300px]] Sets orientation of an object. | |arg= local | ||
|eff= global | |||
|gr2= Math - Vectors | |||
|descr= [[File:Vectordirandup.jpg|right|300px]] Sets orientation of an object. | |||
The command takes 2 vector arrays, one for [[vectorDir]] and one for [[vectorUp]]. | The command takes 2 vector arrays, one for [[vectorDir]] and one for [[vectorUp]]. | ||
Default object orientation will always have [[vectorDir]] pointing forward (North) along Y axis and [[vectorUp]] pointing up along Z axis - [[0,1,0],[0,0,1]], as shown on the diagram below (see also [[BIS_fnc_transformVectorDirAndUp]]).<br> | Default object orientation will always have [[vectorDir]] pointing forward (North) along Y axis and [[vectorUp]] pointing up along Z axis - [[0,1,0],[0,0,1]], as shown on the diagram below (see also [[BIS_fnc_transformVectorDirAndUp]]).<br> | ||
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The [[setDir]] command is incompatible with [[setVectorDirAndUp]] and should not be used together on the same object. | The [[setDir]] command is incompatible with [[setVectorDirAndUp]] and should not be used together on the same object. | ||
Using [[setVectorDirAndUp]] alone should be sufficient for any orientation. | Using [[setVectorDirAndUp]] alone should be sufficient for any orientation. | ||
| | |s1= vehicle [[setVectorDirAndUp]] [vectorDir, vectorUp] | ||
| vehicle [[ | |p1= vehicle: [[Object]] | ||
| | |p2= vectorDir: [[Array]] format [[Vector3D]] - [[vectorDir]] | ||
| | |p3= vectorUp: [[Array]] format [[Vector3D]] - [[vectorUp]] | ||
| | |r1= [[Nothing]] | ||
| | |x1= <sqf> | ||
// set exact yaw, pitch, and roll | |||
_yaw = 45; _pitch = -80; _roll = 0; | |||
_myObject setVectorDirAndUp [ | |||
[sin _yaw * cos _pitch, cos _yaw * cos _pitch, sin _pitch], | |||
[[sin _roll, -sin _pitch, cos _roll * cos _pitch], -_yaw] call BIS_fnc_rotateVector2D | |||
]; | |||
</sqf> | |||
| [[ | |x2= To rotate _myObject on Z axis 90 degrees clockwise, change its [[vectorDir]] but leave [[vectorUp]] unchanged. | ||
<sqf>_myObject setVectorDirAndUp [[1,0,0], [0,0,1]];</sqf> | |||
| | |x3= To rotate _myObject on Y axis 90 degrees clockwise, change its [[vectorUp]] but leave [[vectorDir]] unchanged. | ||
<sqf>_myObject setVectorDirAndUp [[0,1,0], [1,0,0]];</sqf> | |||
];</ | |||
| | |x4= To rotate _myObject on X axis 90 degrees (tilt forward), change both [[vectorDir]] and [[vectorUp]] accordingly. | ||
< | <sqf>_myObject setVectorDirAndUp [[0,0,-1], [0,1,0]];</sqf> | ||
|x5= More complex orientations | |x5= More complex orientations | ||
< | <sqf> | ||
// tilt forward 90 + rotate left 90 | |||
_myObject setVectorDirAndUp [[1,0,0], [0,1,0]]; | |||
// tilt backward 45 degrees | |||
_myObject setVectorDirAndUp [[0,0.5,0.5], [0,-0.5,0.5]]; | |||
// tilt forward 30 degrees | |||
</ | _myObject setVectorDirAndUp [[0,0.66,-0.33], [0,0.33,0.66]]; | ||
</sqf> | |||
|[[vectorDir]] | |seealso= [[vectorDir]] [[vectorUp]] [[setVectorDir]] [[setVectorUp]] [[vectorDiff]] [[vectorAdd]] [[vectorMultiply]] [[vectorCrossProduct]] [[vectorDistance]] [[vectorMagnitudeSqr]] [[vectorDistanceSqr]] [[vectorCos]] [[vectorMagnitude]] [[vectorDotProduct]] [[vectorNormalized]] [[vectorFromTo]] [[BIS_fnc_transformVectorDirAndUp]] | ||
}} | }} | ||
{{Note | |||
|user= Str | |||
|timestamp= 20080316095000 | |||
|text= Command can be also used to rotate camera in all three axis (which also mean it is possible to set camera bank). | |||
}} | |||
{{Note | |||
|user= General Barron | |||
|timestamp= 20080509093200 | |||
|text= The object's vectorDir can only control its pitch, while its vectorUp can only control its bank. To set an object's yaw (direction), use the setdir command, before using this command. | |||
You would think vectorUp would control pitch as well, but any pitch that would be set due to vectorUp is ignored. The same is true with vectorDir and yaw; any vectorDir that would adjust yaw is also ignored. If this doesn't make sense, try to visualize it with a box or soda can. | You would think vectorUp would control pitch as well, but any pitch that would be set due to vectorUp is ignored. The same is true with vectorDir and yaw; any vectorDir that would adjust yaw is also ignored. If this doesn't make sense, try to visualize it with a box or soda can. | ||
This command does NOT work with values relative to a unit, but rather it works with world vectors (think world coordinates as opposed to model coordinates). As a result, this command can be difficult to use in many situations, because the input values needed to get a certain pitch / bank for an object vary, depending on what direction the object is facing (yaw). | This command does NOT work with values relative to a unit, but rather it works with world vectors (think world coordinates as opposed to model coordinates). As a result, this command can be difficult to use in many situations, because the input values needed to get a certain pitch / bank for an object vary, depending on what direction the object is facing (yaw). | ||
A function to set an object's pitch / bank can be found | A function to set an object's pitch / bank can be found {{Link|link= http://www.flashpoint1985.com/cgi-bin/ikonboard311/ikonboard.cgi?s=e219d8da3fd34cabd2501a118a297257;act=ST;f=71;t=73312|text= here}} | ||
}} | |||
{{Note | |||
|user= Chris330 | |||
|timestamp= 20091023183900 | |||
Note this odd command may now be better understood. There's a thread about it here: | |text= Note this odd command may now be better understood. There's a thread about it here: | ||
{{Link|link= http://forums.bistudio.com/showthread.php?p=1470985#post1470985|text= BI Studios Forum Thread}} | |||
}} | |||
{{Note | |||
|user= ffur2007slx2_5 | |||
|timestamp= 20140601184500 | |||
|text= {{GVI|arma3|1.20}} [[setDir]] overwrites [[setVectorDirAndUp]] (P.S. [[setVectorDirAndUp]] also affects [[setVelocity]].), so use [[setDir]] before [[BIS_fnc_setPitchBank]], which is an easier workaround on vector, if changing yaw, pitch and bank are needed. [[setVectorDirAndUp]] is CCW, so if we wanna to set an obj 40 degrees CW, 170 degrees pitch and 85 degrees bank: | |||
< | <sqf>_obj setDir (40 - 180); [_obj, 170, 85] call BIS_fnc_setPitchBank;</sqf> | ||
Same as: | Same as: | ||
< | <sqf>_obj setVectorDirAndUp [[0.63,0.75,0.17],[-0.75,0.65,-0.084]];</sqf> | ||
Be aware that [[attachTo]] may flip [[vectorDir]] if pitch beyond 90 degrees and cause unexpected behavior to [[BIS_fnc_setPitchBank]], e.g. | Be aware that [[attachTo]] may flip [[vectorDir]] if pitch beyond 90 degrees and cause unexpected behavior to [[BIS_fnc_setPitchBank]], e.g. | ||
< | <sqf>[_obj, 100, 0] call BIS_fnc_setPitchBank; // vector: [-0.14,-0.09,0.98],[-0.83,-0.51,-0.17]</sqf> | ||
< | <sqf> | ||
[_obj, 100, 0] | _obj attachTo [_logic,[0,0,2]]; | ||
compass direction | [_obj, 100, 0] call BIS_fnc_setPitchBank; // vector: [0.11,0.33,0.93],[-0.06,0.94,-0.32] | ||
</sqf> | |||
compass direction algorithm failed if obj was attached at present. | |||
To overcome such limitation we can use fallowing function for a better workaround. (code originated from '''bapedibupa'', remodified) | To overcome such limitation we can use fallowing function for a better workaround. (code originated from '''bapedibupa'', remodified) | ||
< | <sqf> | ||
[_obj,[120,-78,37]] | _obj attachTo [_logic,[0,0,2]]; | ||
< | [_obj,[120,-78,37]] call fnc_SetPitchBankYaw; // pitch: 120, bank: -78, yaw: 37 | ||
</sqf> | |||
"_dirZ","_upX","_upY","_upZ","_dir","_up","_dirXTemp","_upXTemp"]; | <sqf> | ||
_object = _this | fnc_SetPitchBankYaw = { | ||
_rotations = _this | private ["_object", "_rotations", "_aroundX", "_aroundY", "_aroundZ", "_dirX", "_dirY", | ||
_aroundX = _rotations | "_dirZ", "_upX", "_upY", "_upZ", "_dir", "_up", "_dirXTemp", "_upXTemp"]; | ||
_aroundY = _rotations | _object = _this select 0; | ||
_aroundZ = (360 - (_rotations | _rotations = _this select 1; | ||
_aroundX = _rotations select 0; | |||
_aroundY = _rotations select 1; | |||
_aroundZ = (360 - (_rotations select 2)) - 360; | |||
_dirX = 0; | _dirX = 0; | ||
_dirY = 1; | _dirY = 1; | ||
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_upY = 0; | _upY = 0; | ||
_upZ = 1; | _upZ = 1; | ||
if (_aroundX != 0) then { | |||
_dirY = | _dirY = cos _aroundX; | ||
_dirZ = | _dirZ = sin _aroundX; | ||
_upY = - | _upY = -sin _aroundX; | ||
_upZ = | _upZ = cos _aroundX; | ||
}; | }; | ||
if (_aroundY != 0) then { | |||
_dirX = _dirZ * | _dirX = _dirZ * sin _aroundY; | ||
_dirZ = _dirZ * | _dirZ = _dirZ * cos _aroundY; | ||
_upX = _upZ * | _upX = _upZ * sin _aroundY; | ||
_upZ = _upZ * | _upZ = _upZ * cos _aroundY; | ||
}; | }; | ||
if (_aroundZ != 0) then { | |||
_dirXTemp = _dirX; | _dirXTemp = _dirX; | ||
_dirX = (_dirXTemp* | _dirX = (_dirXTemp* cos _aroundZ) - (_dirY * sin _aroundZ); | ||
_dirY = (_dirY * | _dirY = (_dirY * cos _aroundZ) + (_dirXTemp * sin _aroundZ); | ||
_upXTemp = _upX; | _upXTemp = _upX; | ||
_upX = (_upXTemp * | _upX = (_upXTemp * cos _aroundZ) - (_upY * sin _aroundZ); | ||
_upY = (_upY * | _upY = (_upY * cos _aroundZ) + (_upXTemp * sin _aroundZ); | ||
}; | }; | ||
_dir = [_dirX,_dirY,_dirZ]; | _dir = [_dirX,_dirY,_dirZ]; | ||
_up = [_upX,_upY,_upZ]; | _up = [_upX,_upY,_upZ]; | ||
_object | _object setVectorDirAndUp [_dir,_up]; | ||
}; | }; | ||
</ | </sqf> | ||
}} | |||
Latest revision as of 19:48, 3 September 2024
Description
- Description:
- Sets orientation of an object.
The command takes 2 vector arrays, one for vectorDir and one for vectorUp. Default object orientation will always have vectorDir pointing forward (North) along Y axis and vectorUp pointing up along Z axis - [[0,1,0],[0,0,1]], as shown on the diagram below (see also BIS_fnc_transformVectorDirAndUp).
When attaching object to an object the axes are relative to the object that gets the attachment. If it is player object for example, then X goes from left to right, Y goes from back to front, and Z goes from down up.
The setDir command is incompatible with setVectorDirAndUp and should not be used together on the same object.
Using setVectorDirAndUp alone should be sufficient for any orientation. - Groups:
- Math - Vectors
Syntax
- Syntax:
- vehicle setVectorDirAndUp [vectorDir, vectorUp]
- Parameters:
- vehicle: Object
- vectorDir: Array format Vector3D - vectorDir
- vectorUp: Array format Vector3D - vectorUp
- Return Value:
- Nothing
Examples
- Example 1:
- Example 2:
- To rotate _myObject on Z axis 90 degrees clockwise, change its vectorDir but leave vectorUp unchanged.
_myObject setVectorDirAndUp [[1,0,0], [0,0,1]];
- Example 3:
- To rotate _myObject on Y axis 90 degrees clockwise, change its vectorUp but leave vectorDir unchanged.
_myObject setVectorDirAndUp [[0,1,0], [1,0,0]];
- Example 4:
- To rotate _myObject on X axis 90 degrees (tilt forward), change both vectorDir and vectorUp accordingly.
_myObject setVectorDirAndUp [[0,0,-1], [0,1,0]];
- Example 5:
- More complex orientations
// tilt forward 90 + rotate left 90 _myObject setVectorDirAndUp [[1,0,0], [0,1,0]]; // tilt backward 45 degrees _myObject setVectorDirAndUp [[0,0.5,0.5], [0,-0.5,0.5]]; // tilt forward 30 degrees _myObject setVectorDirAndUp [[0,0.66,-0.33], [0,0.33,0.66]];
Additional Information
- See also:
- vectorDir vectorUp setVectorDir setVectorUp vectorDiff vectorAdd vectorMultiply vectorCrossProduct vectorDistance vectorMagnitudeSqr vectorDistanceSqr vectorCos vectorMagnitude vectorDotProduct vectorNormalized vectorFromTo BIS_fnc_transformVectorDirAndUp
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 Mar 16, 2008 - 09:50 (UTC)
- Command can be also used to rotate camera in all three axis (which also mean it is possible to set camera bank).
- Posted on May 09, 2008 - 09:32 (UTC)
- The object's vectorDir can only control its pitch, while its vectorUp can only control its bank. To set an object's yaw (direction), use the setdir command, before using this command. You would think vectorUp would control pitch as well, but any pitch that would be set due to vectorUp is ignored. The same is true with vectorDir and yaw; any vectorDir that would adjust yaw is also ignored. If this doesn't make sense, try to visualize it with a box or soda can. This command does NOT work with values relative to a unit, but rather it works with world vectors (think world coordinates as opposed to model coordinates). As a result, this command can be difficult to use in many situations, because the input values needed to get a certain pitch / bank for an object vary, depending on what direction the object is facing (yaw). A function to set an object's pitch / bank can be found here (dead link)
- Posted on Oct 23, 2009 - 18:39 (UTC)
- Note this odd command may now be better understood. There's a thread about it here: BI Studios Forum Thread
- Posted on Jun 01, 2014 - 18:45 (UTC)
-
1.20 setDir overwrites setVectorDirAndUp (P.S. setVectorDirAndUp also affects setVelocity.), so use setDir before BIS_fnc_setPitchBank, which is an easier workaround on vector, if changing yaw, pitch and bank are needed. setVectorDirAndUp is CCW, so if we wanna to set an obj 40 degrees CW, 170 degrees pitch and 85 degrees bank:
Same as:Be aware that attachTo may flip vectorDir if pitch beyond 90 degrees and cause unexpected behavior to BIS_fnc_setPitchBank, e.g._obj setVectorDirAndUp [[0.63,0.75,0.17],[-0.75,0.65,-0.084]];compass direction algorithm failed if obj was attached at present. To overcome such limitation we can use fallowing function for a better workaround. (code originated from 'bapedibupa, remodified)_obj attachTo [_logic,[0,0,2]]; [_obj, 100, 0] call BIS_fnc_setPitchBank; // vector: [0.11,0.33,0.93],[-0.06,0.94,-0.32]fnc_SetPitchBankYaw = { private ["_object", "_rotations", "_aroundX", "_aroundY", "_aroundZ", "_dirX", "_dirY", "_dirZ", "_upX", "_upY", "_upZ", "_dir", "_up", "_dirXTemp", "_upXTemp"]; _object = _this select 0; _rotations = _this select 1; _aroundX = _rotations select 0; _aroundY = _rotations select 1; _aroundZ = (360 - (_rotations select 2)) - 360; _dirX = 0; _dirY = 1; _dirZ = 0; _upX = 0; _upY = 0; _upZ = 1; if (_aroundX != 0) then { _dirY = cos _aroundX; _dirZ = sin _aroundX; _upY = -sin _aroundX; _upZ = cos _aroundX; }; if (_aroundY != 0) then { _dirX = _dirZ * sin _aroundY; _dirZ = _dirZ * cos _aroundY; _upX = _upZ * sin _aroundY; _upZ = _upZ * cos _aroundY; }; if (_aroundZ != 0) then { _dirXTemp = _dirX; _dirX = (_dirXTemp* cos _aroundZ) - (_dirY * sin _aroundZ); _dirY = (_dirY * cos _aroundZ) + (_dirXTemp * sin _aroundZ); _upXTemp = _upX; _upX = (_upXTemp * cos _aroundZ) - (_upY * sin _aroundZ); _upY = (_upY * cos _aroundZ) + (_upXTemp * sin _aroundZ); }; _dir = [_dirX,_dirY,_dirZ]; _up = [_upX,_upY,_upZ]; _object setVectorDirAndUp [_dir,_up]; };
Categories:
- Scripting Commands
- Introduced with Armed Assault version 1.09
- ArmA: Armed Assault: New Scripting Commands
- ArmA: Armed Assault: Scripting Commands
- Arma 2: Scripting Commands
- Arma 2: Operation Arrowhead: Scripting Commands
- Take On Helicopters: Scripting Commands
- Arma 3: Scripting Commands
- Command Group: Math - Vectors
- Scripting Commands: Global Effect