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Killzone Kid (talk | contribs) (Created page with "{{Command|= Comments ____________________________________________________________________________________________ | arma3 |= Game name |1.24|= Game version ________________...") |
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<h3 style="display:none">Notes</h3> | <h3 style="display:none">Notes</h3> | ||
<dl class="command_description"> | <dl class="command_description"> | ||
<!-- Note Section BEGIN --> | |||
<dd class="notedate">Posted on 19 Jul, 2014 | |||
<dt class="note">'''[[User:ffur2007slx2_5| ffur2007slx2_5]]'''<dd class="note"> | |||
(ArmA3 1.26) Algorithm: | |||
<code> | |||
Vector1 = [x1,y1,z1]; Vector2 = [x2,y2,z2]; | |||
Result = [(x1 – x2)/([[sqrt]] ((x1 – x2) ^ 2 + (y1 – y2) ^ 2 + (z1 – z2) ^ 2)), | |||
(y1 – y2)/([[sqrt]] ((x1 – x2) ^ 2 + (y1 – y2) ^ 2 + (z1 – z2) ^ 2)), | |||
(z1 – z2)/([[sqrt]] ((x1 – x2) ^ 2 + (y1 – y2) ^ 2 + (z1 – z2) ^ 2))]; | |||
</code> | |||
</dl> | </dl> | ||
<!-- Note Section END --> | |||
<h3 style="display:none">Bottom Section</h3> | <h3 style="display:none">Bottom Section</h3> | ||
Revision as of 15:01, 19 July 2014
Description
- Description:
- Unit vector, equal to direction from vector1 to vector2. In other words this command produces vectorNormalized between given 2 points.
- Groups:
- Uncategorised
Syntax
Examples
- Example 1:
[1,2,3] vectorFromTo [4,5,6]; //[0.57735,0.57735,0.57735] //is the same as vectorNormalized ([1,2,3] vectorDiff [4,5,6]); //[0.57735,0.57735,0.57735]
Additional Information
- See also:
- vectorDiffvectorCrossProductvectorDotProductvectorCosvectorMagnitudevectorMagnitudeSqrvectorMultiplyvectorDistancevectorDistanceSqrvectorDirvectorUpsetVectorDirsetVectorUpsetVectorDirAndUpvectorNormalized
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 19 Jul, 2014
- ffur2007slx2_5
-
(ArmA3 1.26) Algorithm:
Vector1 = [x1,y1,z1]; Vector2 = [x2,y2,z2]; Result = [(x1 – x2)/(sqrt ((x1 – x2) ^ 2 + (y1 – y2) ^ 2 + (z1 – z2) ^ 2)), (y1 – y2)/(sqrt ((x1 – x2) ^ 2 + (y1 – y2) ^ 2 + (z1 – z2) ^ 2)), (z1 – z2)/(sqrt ((x1 – x2) ^ 2 + (y1 – y2) ^ 2 + (z1 – z2) ^ 2))];