vectorCrossProduct: Difference between revisions

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


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Revision as of 15:59, 31 October 2019

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:
Uncategorised

Syntax

Syntax:
vector1 vectorCrossProduct vector2
Parameters:
vector1: Array - in form [x, y, z]
vector2: Array - in form [x, y, z]
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:
vectorAddvectorDiffvectorDotProductvectorCosvectorMagnitudevectorMagnitudeSqrvectorMultiplyvectorDistancevectorDistanceSqrvectorDirvectorUpsetVectorDirsetVectorUpsetVectorDirAndUpvectorNormalizedvectorFromTomatrixMultiplymatrixTranspose

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.

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