vectorCrossProduct: Difference between revisions

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| vector1 '''vectorCrossProduct''' vector2 |SYNTAX=
| vector1 [[vectorCrossProduct]] vector2 |SYNTAX=


|p1= vector1:  [[Array]] - in form [x, y, z] |PARAMETER1=
|p1= vector1:  [[Array]] - in form [x, y, z] |PARAMETER1=
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|x1= <code>_vector = [1,1,1] [[vectorCrossProduct]] [2,2,2];</code> |EXAMPLE1=
|x1= <code>_vector = [1,1,1] [[vectorCrossProduct]] [2,2,2];</code> |EXAMPLE1=
|x2= <code>_vectorUp = [0,1,0] [[vectorCrossProduct]] [-1,0,0]; //[0,-0,1]</code> |EXAMPLE2=
|x2= <code>_vectorUp = [0,1,0] [[vectorCrossProduct]] [-1,0,0]; //[0,-0,1]</code> |EXAMPLE2=
|x3= <code>_vectorSide = ([[vectorDir]] [[player]]) [[vectorCrossProduct]] ([[vectorUp]] [[player]]);</code> |EXAMPLE3=
|x3= <code>_vectorSide = ([[vectorDir]] [[player]]) [[vectorCrossProduct]] ([[vectorUp]] [[player]]);</code> |EXAMPLE3=
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<!-- Note Section BEGIN -->
<!-- Note Section BEGIN -->
<dd class="notedate">Posted on 28 Jun, 2014
<dd class="notedate">Posted on 28 Jun, 2014
<dt class="note">[[]]<dd class="note">
<dt class="note">[[User:ffur2007slx2_5| ffur2007slx2_5]]
<dd class="note">
(ArmA3 1.22)Algorithm:
(ArmA3 1.22)Algorithm:
<code>
<code>Vector1 = [x1,y1,z1]; Vector2 = [x2,y2,z2];
Vector1 = [x1,y1,z1]; Vector2 = [x2,y2,z2];
Result = [(y1 * z2) – (z1 * y2),(z1 * x2) – (x1 * z2),(x1 * y2) – (y1 * x2)];</code>
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]].
<!-- Note Section END -->
<!-- Note Section END -->
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<h3 style="display:none">Bottom Section</h3>
<h3 style="display:none">Bottom Section</h3>
[[Category:Arma_3:_New_Scripting_Commands_List|{{uc:{{PAGENAME}}}}]]
[[Category:Scripting Commands Arma 3|{{uc:{{PAGENAME}}}}]]
[[Category:Scripting Commands|{{uc:{{PAGENAME}}}}]]

Revision as of 18:32, 19 May 2020

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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