vectorCrossProduct: Difference between revisions
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Killzone Kid (talk | contribs) (syntax change) |
(Algorithm & note) |
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<!-- Note Section BEGIN --> | <!-- Note Section BEGIN --> | ||
<dd class="notedate">Posted on 28 Jun, 2014 | |||
<dt class="note">'''[[User:ffur2007slx2_5| ffur2007slx2_5]]'''<dd class="note"> | |||
(ArmA3 1.22)Algorithm: | |||
<code> | |||
Vector1 = [x1,y1,z1]; Vector2 = [x2,y2,z2]; | |||
Result = [(y1 * z2) – (z1 * y2),(z1 * x2) – (x1 * z2),(x1 * y2) – (y1 * x2)]; | |||
</code> | |||
It is recommended to use [[vectorCrossProduct]] instead of [[BIS_fnc_crossProduct]]. | |||
<!-- Note Section END --> | <!-- Note Section END --> | ||
</dl> | </dl> |
Revision as of 08:12, 28 June 2014
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:
- Uncategorised
Syntax
- Syntax:
- vector1 vectorCrossProduct vector2
- Parameters:
- vector1: [x, y, z] Array
- vector2: [x, y, z] Array
- 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]
Additional Information
- See also:
- vectorAddvectorDiffvectorDotProductvectorCosvectorMagnitudevectorMagnitudeSqrvectorMultiplyvectorDistancevectorDistanceSqrvectorDirvectorUpsetVectorDirsetVectorUpsetVectorDirAndUp
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
Notes
- Posted on 28 Jun, 2014
- ffur2007slx2_5
-
(ArmA3 1.22)Algorithm:
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.