vectorCrossProduct: Difference between revisions

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|r1= [[Array]] -  vector [x, y, z]
|r1= [[Array]] -  vector [x, y, z]
<br><br>
<br><br>
[[Image:crossProduct.jpg|300px]]
[[File:crossProduct.jpg|300px]]


|x1= <code>_vector = [1,1,1] [[vectorCrossProduct]] [2,2,2];</code>
|x1= <sqf>_vector = [1,1,1] vectorCrossProduct [2,2,2];</sqf>


|x2= <code>_vectorUp = [0,1,0] [[vectorCrossProduct]] [-1,0,0]; //[0,-0,1]</code>
|x2= <sqf>_vectorUp = [0,1,0] vectorCrossProduct [-1,0,0]; //[0,-0,1]</sqf>


|x3= <code>_vectorSide = ([[vectorDir]] [[player]]) [[vectorCrossProduct]] ([[vectorUp]] [[player]]);</code>
|x3= <sqf>_vectorSide = (vectorDir player) vectorCrossProduct (vectorUp player);</sqf>


|seealso= [[vectorAdd]] [[vectorDiff]] [[vectorDotProduct]] [[vectorCos]] [[vectorMagnitude]] [[vectorMagnitudeSqr]] [[vectorMultiply]] [[vectorDistance]] [[vectorDistanceSqr]] [[vectorDir]] [[vectorUp]], [[setVectorDir]], [[setVectorUp]], [[setVectorDirAndUp]], [[vectorNormalized]], [[vectorFromTo]], [[matrixMultiply]], [[matrixTranspose]]
|seealso= [[vectorAdd]] [[vectorDiff]] [[vectorDotProduct]] [[vectorCos]] [[vectorMagnitude]] [[vectorMagnitudeSqr]] [[vectorMultiply]] [[vectorDistance]] [[vectorDistanceSqr]] [[vectorDir]] [[vectorUp]] [[setVectorDir]] [[setVectorUp]] [[setVectorDirAndUp]] [[vectorNormalized]] [[vectorFromTo]] [[matrixMultiply]] [[matrixTranspose]]
}}
}}


<dl class="command_description">
{{Note
 
|user= ffur2007slx2_5
<dt></dt>
|timestamp= 20140628091200
<dd class="notedate">Posted on 28 Jun, 2014</dd>
|text= {{GVI|arma3|1.22}}Algorithm:
<dt class="note">[[User:ffur2007slx2_5| ffur2007slx2_5]]</dt>
<sqf>Vector1 = [x1,y1,z1]; Vector2 = [x2,y2,z2];
<dd class="note">
Result = [(y1 * z2) - (z1 * y2),(z1 * x2) - (x1 * z2),(x1 * y2) - (y1 * x2)];</sqf>
{{GVI|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]].
It is recommended to use [[vectorCrossProduct]] instead of [[BIS_fnc_crossProduct]].
</dl>
}}

Latest revision as of 00:11, 21 November 2023

Hover & click on the images for description

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]

crossProduct.jpg

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:
vectorAdd vectorDiff vectorDotProduct vectorCos vectorMagnitude vectorMagnitudeSqr vectorMultiply vectorDistance vectorDistanceSqr vectorDir vectorUp setVectorDir setVectorUp setVectorDirAndUp vectorNormalized vectorFromTo matrixMultiply matrixTranspose

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
ffur2007slx2_5 - c
Posted on Jun 28, 2014 - 09:12 (UTC)
Arma 3 logo black.png1.22Algorithm:
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.