vectorCrossProduct: Difference between revisions
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Lou Montana (talk | contribs) m (Text replacement - "<code>([^ ]*)\[\[([a-zA-Z][a-zA-Z0-9_]+)\]\]([^ ]*)<\/code>" to "<code>$1$2$3</code>") |
Lou Montana (talk | contribs) m (Text replacement - "<sqf>([^↵][^\/]*↵[^\/]*)<\/sqf>" to "<sqf> $1 </sqf>") |
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|r1= [[Array]] - vector [x, y, z] | |r1= [[Array]] - vector [x, y, z] | ||
<br><br> | <br><br> | ||
[[ | [[File:crossProduct.jpg|300px]] | ||
|x1= < | |x1= <sqf>_vector = [1,1,1] vectorCrossProduct [2,2,2];</sqf> | ||
|x2= < | |x2= <sqf>_vectorUp = [0,1,0] vectorCrossProduct [-1,0,0]; //[0,-0,1]</sqf> | ||
|x3= < | |x3= <sqf>_vectorSide = (vectorDir player) vectorCrossProduct (vectorUp player);</sqf> | ||
|seealso= [[vectorAdd]] [[vectorDiff]] [[vectorDotProduct]] [[vectorCos]] [[vectorMagnitude]] [[vectorMagnitudeSqr]] [[vectorMultiply]] [[vectorDistance]] [[vectorDistanceSqr]] [[vectorDir]] [[vectorUp]] [[setVectorDir]] [[setVectorUp]] [[setVectorDirAndUp]] [[vectorNormalized]] [[vectorFromTo]] [[matrixMultiply]] [[matrixTranspose]] | |seealso= [[vectorAdd]] [[vectorDiff]] [[vectorDotProduct]] [[vectorCos]] [[vectorMagnitude]] [[vectorMagnitudeSqr]] [[vectorMultiply]] [[vectorDistance]] [[vectorDistanceSqr]] [[vectorDir]] [[vectorUp]] [[setVectorDir]] [[setVectorUp]] [[setVectorDirAndUp]] [[vectorNormalized]] [[vectorFromTo]] [[matrixMultiply]] [[matrixTranspose]] | ||
}} | }} | ||
{{Note | |||
|user= ffur2007slx2_5 | |||
|timestamp= 20140628091200 | |||
|text= {{GVI|arma3|1.22}}Algorithm: | |||
<sqf> | |||
Vector1 = [x1,y1,z1]; Vector2 = [x2,y2,z2]; | |||
{{GVI|arma3|1.22}}Algorithm: | Result = [(y1 * z2) - (z1 * y2),(z1 * x2) - (x1 * z2),(x1 * y2) - (y1 * x2)]; | ||
< | </sqf> | ||
Result = [(y1 * z2) | |||
It is recommended to use [[vectorCrossProduct]] instead of [[BIS_fnc_crossProduct]]. | It is recommended to use [[vectorCrossProduct]] instead of [[BIS_fnc_crossProduct]]. | ||
}} |
Latest revision as of 11:34, 3 September 2024
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:
- Math - Vectors
Syntax
- Syntax:
- vector1 vectorCrossProduct vector2
- Parameters:
- vector1: Array - in form [x, y, z] or 2D (since Arma 3 v2.00, z coordinate is defaulted to 0)
- vector2: Array - in form [x, y, z] or 2D (since Arma 3 v2.00, z coordinate is defaulted to 0)
- Return Value:
- Array - vector [x, y, z]
Examples
- Example 1:
- Example 2:
- Example 3:
Additional Information
- See also:
- vectorAdd vectorDiff vectorDotProduct vectorCos vectorMagnitude vectorMagnitudeSqr vectorMultiply vectorDistance vectorDistanceSqr vectorDir vectorUp setVectorDir setVectorUp setVectorDirAndUp vectorNormalized vectorFromTo matrixMultiply matrixTranspose
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
- Posted on Jun 28, 2014 - 09:12 (UTC)
-
1.22Algorithm:
It is recommended to use vectorCrossProduct instead of BIS_fnc_crossProduct.