getCameraViewDirection: Difference between revisions
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|x1= Draw AI eye direction (green), weapon direction (red) and camera direction (blue) in 3D: <code>bob = [[createGroup]] [[east]] [[createUnit]] ["O_Soldier_F", [0,0,0], [], 0, "NONE"]; | |x1= Draw AI eye direction (green), weapon direction (red) and camera direction (blue) in 3D: <code>bob = [[createGroup]] [[east]] [[createUnit]] ["O_Soldier_F", [0,0,0], [], 0, "NONE"]; | ||
bob [[setVehiclePosition]] <nowiki | bob [[setVehiclePosition]] [<nowiki/>[[player]] [[modelToWorld]] [0,100,0], [], 0, "NONE"]; | ||
[[onEachFrame]] | [[onEachFrame]] | ||
{ | { |
Revision as of 11:54, 19 March 2020
Description
- Description:
- Returns the direction unit is looking in render time scope. While for AI the origin for the view direction vector can be taken from eyePos unit, for human player the origin should be taken from player camera position positionCameraToWorld [0,0,0]
- Groups:
- Uncategorised
Syntax
Examples
- Example 1:
- Draw AI eye direction (green), weapon direction (red) and camera direction (blue) in 3D:
bob = createGroup east createUnit ["O_Soldier_F", [0,0,0], [], 0, "NONE"]; bob setVehiclePosition [player modelToWorld [0,100,0], [], 0, "NONE"]; onEachFrame { _beg = ASLToAGL eyePos bob; _endE = (_beg vectorAdd (eyeDirection bob vectorMultiply 100)); drawLine3D [ _beg, _endE, [0,1,0,1]]; _endW = (_beg vectorAdd (bob weaponDirection currentWeapon bob vectorMultiply 100)); drawLine3D [_beg, _endW, [1,0,0,1]]; _endV = (_beg vectorAdd (getCameraViewDirection bob vectorMultiply 100)); drawLine3D [_beg, _endV, [0,0,1,1]]; };
Additional Information
Notes
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