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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:
- Uncategorised
Syntax
- Syntax:
- vector1 vectorCrossProduct vector2
- Parameters:
- vector1:  Array - in form [x, y, z]
- vector2:  Array - in form [x, y, z]
- Return Value:
- Array -  vector [x, y, z] 
 
  
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:
- vectorAddvectorDiffvectorDotProductvectorCosvectorMagnitudevectorMagnitudeSqrvectorMultiplyvectorDistancevectorDistanceSqrvectorDirvectorUpsetVectorDirsetVectorUpsetVectorDirAndUpvectorNormalizedvectorFromTomatrixMultiplymatrixTranspose
Notes
- 
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Notes
- Posted on 28 Jun, 2014
-  ffur2007slx2_5
- 
(ArmA3 1.22)Algorithm:
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.
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