getCameraViewDirection: Difference between revisions
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|gr1= Object Manipulation | |gr1= Object Manipulation | ||
|descr= Returns the direction unit is looking in render time scope. While for AI the origin for the view direction vector can be taken from | |descr= Returns the direction unit is looking in render time scope. While for AI the origin for the view direction vector can be taken from <sqf inline>eyePos unit</sqf>, for human player the origin should be taken from player camera position <sqf inline>positionCameraToWorld [0,0,0]</sqf> | ||
|s1= [[getCameraViewDirection]] unit | |s1= [[getCameraViewDirection]] unit | ||
Line 16: | Line 16: | ||
|x1= Draw AI eye direction (green), weapon direction (red) and camera direction (blue) in 3D: | |x1= Draw AI eye direction (green), weapon direction (red) and camera direction (blue) in 3D: | ||
< | <sqf> | ||
Bob = createGroup east createUnit ["O_Soldier_F", [0,0,0], [], 0, "NONE"]; | |||
onEachFrame | Bob setVehiclePosition [player modelToWorld [0,100,0], [], 0, "NONE"]; | ||
{ | onEachFrame { | ||
_beg = ASLToAGL eyePos | _beg = ASLToAGL eyePos Bob; | ||
_endE = (_beg vectorAdd ( | _endE = (_beg vectorAdd (eyeDirection Bob vectorMultiply 100)); | ||
drawLine3D [_beg, _endE, [0,1,0,1]]; | |||
_endW = (_beg | _endW = (_beg vectorAdd (Bob weaponDirection currentWeapon Bob vectorMultiply 100)); | ||
drawLine3D [_beg, _endW, [1,0,0,1]]; | |||
_endV = (_beg | _endV = (_beg vectorAdd (getCameraViewDirection Bob vectorMultiply 100)); | ||
drawLine3D [_beg, _endV, [0,0,1,1]]; | |||
};</ | }; | ||
</sqf> | |||
|seealso= [[positionCameraToWorld]] [[weaponDirection]] [[eyeDirection]] [[vectorDir]] [[vectorDirVisual]] | |seealso= [[positionCameraToWorld]] [[weaponDirection]] [[eyeDirection]] [[vectorDir]] [[vectorDirVisual]] | ||
}} | }} |
Latest revision as of 17:48, 8 November 2023
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
Notes
-
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