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<br>In layman's terms, if you have a polygon (surface) defined by 3 points, you can find a normal to it (just like terrain [[surfaceNormal]]). To invert direction of the normal, swap arguments around. | <br>In layman's terms, if you have a polygon (surface) defined by 3 points, you can find a normal to it (just like terrain [[surfaceNormal]]). To invert direction of the normal, swap arguments around. | ||
|s1= | |s1= vector1 [[vectorCrossProduct]] vector2 | ||
|p1= vector1: [[Array]] - in form [x, y, z] or 2D (since Arma 3 v2.00, z coordinate is defaulted to 0) | |p1= vector1: [[Array]] - in form [x, y, z] or 2D (since Arma 3 v2.00, z coordinate is defaulted to 0) |
Revision as of 22:55, 19 June 2021
Description
- Description:
- Cross product of two 3D vectors.
In layman's terms, if you have a polygon (surface) defined by 3 points, you can find a normal to it (just like terrain surfaceNormal). To invert direction of the normal, swap arguments around. - Groups:
- Math - Vectors
Syntax
- Syntax:
- vector1 vectorCrossProduct vector2
- Parameters:
- vector1: Array - in form [x, y, z] or 2D (since Arma 3 v2.00, z coordinate is defaulted to 0)
- vector2: Array - in form [x, y, z] or 2D (since Arma 3 v2.00, z coordinate is defaulted to 0)
- Return Value:
- Array - vector [x, y, z]
Examples
- Example 1:
_vector = [1,1,1] vectorCrossProduct [2,2,2];
- Example 2:
_vectorUp = [0,1,0] vectorCrossProduct [-1,0,0]; //[0,-0,1]
- Example 3:
_vectorSide = (vectorDir player) vectorCrossProduct (vectorUp player);
Additional Information
- See also:
- vectorAddvectorDiffvectorDotProductvectorCosvectorMagnitudevectorMagnitudeSqrvectorMultiplyvectorDistancevectorDistanceSqrvectorDirvectorUpsetVectorDirsetVectorUpsetVectorDirAndUpvectorNormalizedvectorFromTomatrixMultiplymatrixTranspose
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
-
1.22Algorithm:
Vector1 = [x1,y1,z1]; Vector2 = [x2,y2,z2]; Result = [(y1 * z2) – (z1 * y2),(z1 * x2) – (x1 * z2),(x1 * y2) – (y1 * x2)];
It is recommended to use vectorCrossProduct instead of BIS_fnc_crossProduct.