getCameraViewDirection: Difference between revisions
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Lou Montana (talk | contribs) m (Text replacement - " \| *(\[\[[a-zA-Z ]+\]\].+) \|x1=" to " |r1=$1 |x1=") |
Lou Montana (talk | contribs) m (Text replacement - " \| *(([^=\| ]+)('''|\[\[)([^=\| ]+)) * \|p1=" to " |s1= $1 |p1=") |
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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
Description
- Description:
- Description needed
- Groups:
- Object Manipulation
Syntax
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
Notes
-
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