Difference between revisions of "BIS fnc transformVectorDirAndUp"

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m (Wiki code cleanup)
m (Text replacement - " |r1=[[" to " |r1= [[")
 
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{{Function
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{{RV|type=function
  
| arma3
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|game1= arma3
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|version1= 1.98
  
|1.98
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|gr1= Vectors
  
|gr1 = Vectors
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|descr= Rotates both [[vectorDir]] and [[vectorUp]] on 3 axes: z (yaw), x (pitch) and y (roll). Positive angle direction is according to the {{Wikipedia|Right-hand_rule|right hand rule}}.
 +
{{Feature|Informative| The vectors are rotated first on '''z''' axis then on '''x''' axis then on '''y''' axis. For example standard [[0,1,0],[0,0,1]] pair rotated 90 degrees on every axis will result in [[0,0,1],[0,-1,0]]}}
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[[Image:transformVectorUpAndDir.jpg|300px]]
  
| [[Image:transformVectorUpAndDir.jpg|right|300px]] Rotates both [[vectorDir]] and [[vectorUp]] on 3 axes: z (yaw), x (pitch) and y (roll). Positive angle direction is according to the [https://en.wikipedia.org/wiki/Right-hand_rule right hand rule].
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|s1=[vectorDirAndUp, yaw, pitch, roll] call [[BIS_fnc_transformVectorDirAndUp]]
{{Informative| The vectors are rotated first on '''z''' axis then on '''x''' axis then on '''y''' axis. For example standard [[0,1,0],[0,0,1]] pair rotated 90 degrees on every axis will result in [[0,0,1],[0,-1,0]]}}
 
 
 
| [vectorDirAndUp, yaw, pitch, roll] call [[BIS_fnc_transformVectorDirAndUp]];
 
  
 
|p1=[vectorDirAndUp, yaw, pitch, roll]: [[Array]]
 
|p1=[vectorDirAndUp, yaw, pitch, roll]: [[Array]]
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|p4= pitch (Optional): [[Number]] - pitch angle. Default: 0
 
|p4= pitch (Optional): [[Number]] - pitch angle. Default: 0
  
|p5= roll (Optional): [[Number]] - roll angle. Default: 0| [[Array]] in format [vectorDir, vectorUp]
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|p5= roll (Optional): [[Number]] - roll angle. Default: 0
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|r1= [[Array]] in format [vectorDir, vectorUp]
  
 
|x1= <code>_vDirUp = <nowiki>[[</nowiki>[[vectorDirVisual]] uav, [[vectorUpVisual]] uav], 0, 0, 90] [[call]] [[BIS_fnc_transformVectorDirAndUp]];</code>
 
|x1= <code>_vDirUp = <nowiki>[[</nowiki>[[vectorDirVisual]] uav, [[vectorUpVisual]] uav], 0, 0, 90] [[call]] [[BIS_fnc_transformVectorDirAndUp]];</code>
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<nowiki>[</nowiki>[[vectorDirVisual]] uav, [[vectorUpVisual]] uav],  
 
<nowiki>[</nowiki>[[vectorDirVisual]] uav, [[vectorUpVisual]] uav],  
 
[[getDirVisual]] uav,  
 
[[getDirVisual]] uav,  
[[_this]] [[select]] 2,  
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[[Magic Variables#this|_this]] [[select]] 2,  
[[_this]] [[select]] 1
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[[Magic Variables#this|_this]] [[select]] 1
 
]  
 
]  
 
[[call]] [[BIS_fnc_transformVectorDirAndUp]]
 
[[call]] [[BIS_fnc_transformVectorDirAndUp]]
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}];</code>
 
}];</code>
  
| [[vectorDir]], [[vectorUp]], [[setVectorDirAndUp]]
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|seealso= [[vectorDir]], [[vectorUp]], [[setVectorDirAndUp]]
 
}}
 
}}

Latest revision as of 22:35, 7 August 2021

Hover & click on the images for description

Description

Description:
Rotates both vectorDir and vectorUp on 3 axes: z (yaw), x (pitch) and y (roll). Positive angle direction is according to the right hand rule.
The vectors are rotated first on z axis then on x axis then on y axis. For example standard [[0,1,0],[0,0,1]] pair rotated 90 degrees on every axis will result in [[0,0,1],[0,-1,0]]
transformVectorUpAndDir.jpg
Execution:
call
Groups:
Vectors

Syntax

Syntax:
[vectorDirAndUp, yaw, pitch, roll] call BIS_fnc_transformVectorDirAndUp
Parameters:
[vectorDirAndUp, yaw, pitch, roll]: Array
vectorDirAndUp (Optional): Array in format [vectorDir, vectorUp]. Default: [[0,1,0],[0,0,1]]
yaw (Optional): Number - yaw angle. Default: 0
pitch (Optional): Number - pitch angle. Default: 0
roll (Optional): Number - roll angle. Default: 0
Return Value:
Array in format [vectorDir, vectorUp]

Examples

Example 1:
_vDirUp = [[vectorDirVisual uav, vectorUpVisual uav], 0, 0, 90] call BIS_fnc_transformVectorDirAndUp;
Example 2:
Create UAV object and make it pitch with mouse up/down and roll with mouse left/right: uav = "B_UAV_05_F" createVehicle [0,0,0]; uav attachTo [player, [0,30,10]]; findDisplay 46 displayAddEventHandler ["MouseMoving", { uav setVectorDirAndUp ( [ [vectorDirVisual uav, vectorUpVisual uav], getDirVisual uav, _this select 2, _this select 1 ] call BIS_fnc_transformVectorDirAndUp ); }];

Additional Information

See also:
vectorDirvectorUpsetVectorDirAndUp

Notes

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