vectorCrossProduct: Difference between revisions

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|s1= vector1 [[vectorCrossProduct]] vector2
|s1= vector1 [[vectorCrossProduct]] vector2


|p1= vector1:  [[Vector3d]] or [[Vector2d]] - since Arma 3 v2.00, z coordinate is defaulted to 0 if not provided
|p1= vector1:  [[Vector3D]] or [[Vector2D]] - since Arma 3 v2.00, z coordinate is defaulted to 0 if not provided


|p2= vector2:  [[Vector3d]] or [[Vector2d]] - since Arma 3 v2.00, z coordinate is defaulted to 0 if not provided
|p2= vector2:  [[Vector3D]] or [[Vector2D]] - since Arma 3 v2.00, z coordinate is defaulted to 0 if not provided


|r1= [[Array]] -  vector [x, y, z]
|r1= [[Array]] -  vector [x, y, z]

Latest revision as of 09:56, 4 April 2026

Hover & click on the images for description

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: Vector3D or Vector2D - since Arma 3 v2.00, z coordinate is defaulted to 0 if not provided
vector2: Vector3D or Vector2D - since Arma 3 v2.00, z coordinate is defaulted to 0 if not provided
Return Value:
Array - vector [x, y, z]

crossProduct.jpg

Examples

Example 1:
_vector = [1,1,1] vectorCrossProduct [2,2,2];
Example 2:
_vectorUp = [0,1,0] vectorCrossProduct [-1,0,0]; //[0,-0,1]
Example 3:
_vectorSide = (vectorDir player) vectorCrossProduct (vectorUp player);

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.
Only post proven facts here! Add Note
ffur2007slx2_5 - c
Posted on Jun 28, 2014 - 09:12 (UTC)
Arma 3 logo black.png 1.22Algorithm:
Vector1 = [x1,y1,z1]; Vector2 = [x2,y2,z2]; Result = [(y1 * z2) - (z1 * y2),(z1 * x2) - (x1 * z2),(x1 * y2) - (y1 * x2)];
It is recommended to use vectorCrossProduct instead of BIS_fnc_crossProduct.