getCameraViewDirection: Difference between revisions
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Lou Montana (talk | contribs) m (Text replacement - "<code>([^<]*)\[\[([a-zA-Z][a-zA-Z0-9_]+)\]\]([^<]*)<\/code>" to "<code>$1$2$3</code>") |
Lou Montana (talk | contribs) m (Text replacement - "<code>([^<]*)\[\[([a-zA-Z][a-zA-Z0-9_]+)\]\]([^<]*)<\/code>" to "<code>$1$2$3</code>") |
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{ | { | ||
_beg = ASLToAGL eyePos bob; | _beg = ASLToAGL eyePos bob; | ||
_endE = (_beg vectorAdd (eyeDirection bob | _endE = (_beg vectorAdd (eyeDirection bob vectorMultiply 100)); | ||
[[drawLine3D]] [ _beg, _endE, [0,1,0,1]]; | [[drawLine3D]] [ _beg, _endE, [0,1,0,1]]; | ||
_endW = (_beg [[vectorAdd]] (bob [[weaponDirection]] [[currentWeapon]] bob [[vectorMultiply]] 100)); | _endW = (_beg [[vectorAdd]] (bob [[weaponDirection]] [[currentWeapon]] bob [[vectorMultiply]] 100)); |
Revision as of 10:32, 13 May 2022
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:
- Object Manipulation
Syntax
- Syntax:
- getCameraViewDirection unit
- Parameters:
- unit: Object
- Return Value:
- Array - 3D Vector
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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