getCameraViewDirection: Difference between revisions

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[[drawLine3D]] [_beg, _endV, [0,0,1,1]];
[[drawLine3D]] [_beg, _endV, [0,0,1,1]];
};</code>
};</code>


| [[positionCameraToWorld]], [[weaponDirection]], [[eyeDirection]], [[vectorDir]], [[vectorDirVisual]]
| [[positionCameraToWorld]], [[weaponDirection]], [[eyeDirection]], [[vectorDir]], [[vectorDirVisual]]

Revision as of 17:18, 18 January 2021

Hover & click on the images for description

Description

Description:
Returns the direction unit is looking in render time scope. While for AI the origin for the view direction vector can be taken from eyePos unit, for human player the origin should be taken from player camera position positionCameraToWorld [0,0,0]
Groups:
Object Manipulation

Syntax

Syntax:
getCameraViewDirection unit
Parameters:
unit: Object
Return Value:
Array - 3D Vector

Examples

Example 1:
Draw AI eye direction (green), weapon direction (red) and camera direction (blue) in 3D: bob = createGroup east createUnit ["O_Soldier_F", [0,0,0], [], 0, "NONE"]; bob setVehiclePosition [player modelToWorld [0,100,0], [], 0, "NONE"]; onEachFrame { _beg = ASLToAGL eyePos bob; _endE = (_beg vectorAdd (eyeDirection bob vectorMultiply 100)); drawLine3D [ _beg, _endE, [0,1,0,1]]; _endW = (_beg vectorAdd (bob weaponDirection currentWeapon bob vectorMultiply 100)); drawLine3D [_beg, _endW, [1,0,0,1]]; _endV = (_beg vectorAdd (getCameraViewDirection bob vectorMultiply 100)); drawLine3D [_beg, _endV, [0,0,1,1]]; };

Additional Information

See also:
positionCameraToWorldweaponDirectioneyeDirectionvectorDirvectorDirVisual

Notes

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