getCameraViewDirection: Difference between revisions

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m (Text replacement - " \| *(\[\[[a-zA-Z ]+\]\].+) \|x1=" to " |r1=$1 |x1=")
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| Returns the direction unit is looking in render time scope. While for AI the origin for the view direction vector can be taken from <tt>[[eyePos]] unit</tt>, for human player the origin should be taken from player camera position <tt>[[positionCameraToWorld]] [0,0,0]</tt>
| Returns the direction unit is looking in render time scope. While for AI the origin for the view direction vector can be taken from <tt>[[eyePos]] unit</tt>, for human player the origin should be taken from player camera position <tt>[[positionCameraToWorld]] [0,0,0]</tt>


| '''getCameraViewDirection''' unit
|s1=  '''getCameraViewDirection''' unit


|p1= unit: [[Object]]
|p1= unit: [[Object]]

Revision as of 23:04, 12 June 2021

Hover & click on the images for description

Description

Description:
Description needed
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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