eyeDirection: 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>") |
m (Replaced <code> with <sqf>) |
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|r1= [[Array]] - 3D Vector | |r1= [[Array]] - 3D Vector | ||
|x1= <sqf> | |x1= <sqf>Can = "Land_Can_V3_F" createVehicle position player; | ||
onEachFrame { | onEachFrame { | ||
Can setPosASL [ | |||
(eyePos player select 0) + (eyeDirection player select 0), | (eyePos player select 0) + (eyeDirection player select 0), | ||
(eyePos player select 1) + (eyeDirection player select 1), | (eyePos player select 1) + (eyeDirection player select 1), | ||
(eyePos player select 2) + (eyeDirection player select 2) | (eyePos player select 2) + (eyeDirection player select 2) | ||
] | ] | ||
}</sqf> | };</sqf> | ||
|x2= Draw AI eye direction (green) and weapon direction (red) in 3D: | |x2= Draw AI eye direction (green) and weapon direction (red) in 3D: | ||
< | <sqf>Bob = createGroup east createUnit ["O_Soldier_F", [0,0,0], [], 0, "NONE"]; | ||
Bob setVehiclePosition [player modelToWorld [0,100,0], [], 0, "NONE"]; | |||
onEachFrame | onEachFrame { | ||
{ | _beg = ASLToAGL eyePos Bob; | ||
_beg = ASLToAGL eyePos | _endE = (_beg vectorAdd (eyeDirection Bob vectorMultiply 100)); | ||
_endE = (_beg vectorAdd (eyeDirection | |||
drawLine3D [ _beg, _endE, [0,1,0,1]]; | drawLine3D [ _beg, _endE, [0,1,0,1]]; | ||
_endW = (_beg vectorAdd ( | _endW = (_beg vectorAdd (Bob weaponDirection currentWeapon Bob vectorMultiply 100)); | ||
drawLine3D [_beg, _endW, [1,0,0,1]]; | drawLine3D [_beg, _endW, [1,0,0,1]]; | ||
};</ | };</sqf> | ||
|seealso= [[positionCameraToWorld]] [[weaponDirection]] [[getCameraViewDirection]] [[vectorDir]] [[vectorDirVisual]] | |seealso= [[positionCameraToWorld]] [[weaponDirection]] [[getCameraViewDirection]] [[vectorDir]] [[vectorDirVisual]] |
Revision as of 12:49, 14 May 2022
Description
- Description:
- Returns the direction object is watching (eyes, or a vehicle primary observer).
- Groups:
- Object Manipulation
Syntax
- Syntax:
- eyeDirection unit
- Parameters:
- unit: Object
- Return Value:
- Array - 3D Vector
Examples
- Example 1:
- Example 2:
- Draw AI eye direction (green) and weapon direction (red) 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]]; };
Additional Information
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 May 26, 2014 - 19:10 (UTC)
- Killzone Kid
- This command should have really been named headDirection instead of eyeDirection as one could mistakenly think that eyes direction of your avatar correspond to the direction of the centre of your screen. Play with the script in example 1 to find out limitations. If you need centre of screen direction, use positionCameraToWorld instead.