vectorCos: Difference between revisions

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{{Command|Comments=
{{RV|type=command
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| arma3 |Game name=
|game1= arma3
|version1= 1.22


|1.22|Game version=
|gr2= Math - Vectors


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|descr= Cosine of angle between two 3D vectors.


| Cosine of angle between two 3D vectors. |DESCRIPTION=
|s1= vector1 [[vectorCos]] vector2
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| vector1 [[vectorCos]] vector2 |SYNTAX=
|p1= vector1: [[Array]] - vector 3D or 2D (since {{arma3}} v2.00, the z coordinate is defaulted to 0)


|p1= vector1: [[Array]] - vector 3D or 2D (since Arma 3 v1.99.146539, z coordinate is defaulted to 0)|PARAMETER1=
|p2= vector2: [[Array]] - vector 3D or 2D (since {{arma3}} v2.00, the z coordinate is defaulted to 0)


|p2= vector2: [[Array]] - vector 3D or 2D (since Arma 3 v1.99.146539, z coordinate is defaulted to 0)|PARAMETER2=
|r1= [[Number]]


| [[Number]] |RETURNVALUE=
|x1= <sqf>_cos = getPos player vectorCos [0,0,2];</sqf>
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|x1= <code>_cos = [[getPos]] [[player]] [[vectorCos]] [0,0,2];</code> |EXAMPLE1=
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| [[vectorAdd]], [[vectorDiff]], [[vectorCrossProduct]], [[vectorDotProduct]], [[vectorMagnitude]], [[vectorMagnitudeSqr]], [[vectorMultiply]], [[vectorDistance]], [[vectorDistanceSqr]], [[vectorDir]], [[vectorUp]], [[setVectorDir]], [[setVectorUp]], [[setVectorDirAndUp]], [[vectorNormalized]], [[vectorFromTo]], [[matrixMultiply]], [[matrixTranspose]] |SEEALSO=
|seealso= [[vectorAdd]] [[vectorDiff]] [[vectorCrossProduct]] [[vectorDotProduct]] [[vectorMagnitude]] [[vectorMagnitudeSqr]] [[vectorMultiply]] [[vectorDistance]] [[vectorDistanceSqr]] [[vectorDir]] [[vectorUp]] [[setVectorDir]] [[setVectorUp]] [[setVectorDirAndUp]] [[vectorNormalized]] [[vectorFromTo]] [[matrixMultiply]] [[matrixTranspose]]
}}
}}


<h3 style="display:none">Notes</h3>
<dl class="command_description">
<dl class="command_description">
<!-- Note Section BEGIN -->
 
<dd class="notedate">Posted on 28 Jun, 2014
<dt></dt>
<dt class="note">[[User:ffur2007slx2_5| ffur2007slx2_5]]
<dd class="notedate">Posted on 28 Jun, 2014</dd>
<dt class="note">[[User:ffur2007slx2_5| ffur2007slx2_5]]</dt>
<dd class="note">
<dd class="note">
(ArmA3 1.22) Algorithm:
{{GVI|arma3|1.22}} Algorithm:
<code>Vector1 = [x1,y1,z1]; Vector2 = [x2,y2,z2];
<sqf>
Result = ((x1 * x2) + (y1 * y2) + (z1 * z2))/(([[sqrt]] (x1 ^ 2 + y1 ^ 2 + z1 ^ 2))*([[sqrt]] (x2 ^ 2 + y2 ^ 2 + z2 ^ 2)));</code>
Vector1 = [x1,y1,z1]; Vector2 = [x2,y2,z2];
Result = ((x1 * x2) + (y1 * y2) + (z1 * z2))/((sqrt (x1 ^ 2 + y1 ^ 2 + z1 ^ 2))*(sqrt (x2 ^ 2 + y2 ^ 2 + z2 ^ 2)));
</sqf>
Given two vectors of attributes, A and B, the cosine similarity, cos(θ), is represented using a dot product and magnitude. The resulting similarity values indicating intermediate similarity or dissimilarity between two vectors.
Given two vectors of attributes, A and B, the cosine similarity, cos(θ), is represented using a dot product and magnitude. The resulting similarity values indicating intermediate similarity or dissimilarity between two vectors.
<!-- Note Section END -->
</dl>
</dl>
<h3 style="display:none">Bottom Section</h3>

Latest revision as of 19:43, 3 September 2024

Hover & click on the images for description

Description

Description:
Cosine of angle between two 3D vectors.
Groups:
Math - Vectors

Syntax

Syntax:
vector1 vectorCos vector2
Parameters:
vector1: Array - vector 3D or 2D (since Arma 3 v2.00, the z coordinate is defaulted to 0)
vector2: Array - vector 3D or 2D (since Arma 3 v2.00, the z coordinate is defaulted to 0)
Return Value:
Number

Examples

Example 1:
_cos = getPos player vectorCos [0,0,2];

Additional Information

See also:
vectorAdd vectorDiff vectorCrossProduct vectorDotProduct vectorMagnitude vectorMagnitudeSqr vectorMultiply vectorDistance vectorDistanceSqr vectorDir vectorUp setVectorDir setVectorUp setVectorDirAndUp vectorNormalized vectorFromTo matrixMultiply matrixTranspose

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 28 Jun, 2014
ffur2007slx2_5
Arma 3 logo black.png1.22 Algorithm:
Vector1 = [x1,y1,z1]; Vector2 = [x2,y2,z2]; Result = ((x1 * x2) + (y1 * y2) + (z1 * z2))/((sqrt (x1 ^ 2 + y1 ^ 2 + z1 ^ 2))*(sqrt (x2 ^ 2 + y2 ^ 2 + z2 ^ 2)));
Given two vectors of attributes, A and B, the cosine similarity, cos(θ), is represented using a dot product and magnitude. The resulting similarity values indicating intermediate similarity or dissimilarity between two vectors.