vectorCrossProduct: Difference between revisions
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{{Note | |||
|user= ffur2007slx2_5 | |||
|timestamp= 20140628091200 | |||
|text= {{GVI|arma3|1.22}}Algorithm: | |||
{{GVI|arma3|1.22}}Algorithm: | |||
<sqf>Vector1 = [x1,y1,z1]; Vector2 = [x2,y2,z2]; | <sqf>Vector1 = [x1,y1,z1]; Vector2 = [x2,y2,z2]; | ||
Result = [(y1 * z2) | Result = [(y1 * z2) - (z1 * y2),(z1 * x2) - (x1 * z2),(x1 * y2) - (y1 * x2)];</sqf> | ||
It is recommended to use [[vectorCrossProduct]] instead of [[BIS_fnc_crossProduct]]. | It is recommended to use [[vectorCrossProduct]] instead of [[BIS_fnc_crossProduct]]. | ||
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Revision as of 16:53, 1 November 2022
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.