Difference between revisions of "GetAngle"

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Returns the current world rotation angle of the object on the selected axis (X, Y, or Z) in float.  
Returns the current world rotation angle of the object on the selected axis (X, Y, or Z) in float.  


'''Special Notes (relative to GetAngle called upon the player)'''
*Z angle returns a value from 0 to 360 depending on the player's current heading. Z angle is measured with the positive ''y''-axis as 0 and increasing clockwise from there. In the Tamriel worldspace, this is North, however, the same is not true of interiors (other exterior worldspaces have not been tested) - GetAngle is based on the game's coordinate system and the Compass is based on the NorthMarker object in each cell. Therefore, GetAngle Z is only useful for determining compass directions in the exterior Tamriel worldspace.
*Trigonometry with the Z angle could be done using the following conversion formula:
float GetAngleZ  ;the game's version
float TrigAngleZ ;the rest of the world's interpretation of the same
set GetAngleZ to player.GetAngle Z
if ( GetAngleZ < 90 )
  set TrigAngleZ to 90 - GetAngleZ
else
  set TrigAngleZ to 450 - GetAngleZ
endif
*X angle returns a value (theorically) from -90 to 90.  The true in-game range is -89 to 89, with -89 if the player is looking above himself, and 89 if player is looking at his feet. Note that the player actually ''is'' looking 89 degrees above or below horizontal - you cannot look exactly up or exactly down in game.
*NOTE: You can rotate the camera when riding a horse without changing the actual direction the player's facing so GetAngle Z is kind of useless sometimes (like when using [[getLOS]]) if the player is on a horse.
   
   
[[Category: Functions]]
[[Category: Functions]]
[[Category:Functions (CS)]]
[[Category: Functions (CS 1.0)]]
[[Category: Condition Functions]]
[[Category: Condition Functions (CS 1.0)]]
[[Category: Movement Functions]]
[[Category: Movement Functions]]
[[Category: Condition Functions]]
[[Category: Movement Functions (CS 1.0)]]
 
<!-- Begin Search Terms
Get
Angle
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Latest revision as of 20:32, 6 June 2024

Syntax:

GetAngle axis 

Example:

GetAngle Z 


Returns the current world rotation angle of the object on the selected axis (X, Y, or Z) in float.


Special Notes (relative to GetAngle called upon the player)

  • Z angle returns a value from 0 to 360 depending on the player's current heading. Z angle is measured with the positive y-axis as 0 and increasing clockwise from there. In the Tamriel worldspace, this is North, however, the same is not true of interiors (other exterior worldspaces have not been tested) - GetAngle is based on the game's coordinate system and the Compass is based on the NorthMarker object in each cell. Therefore, GetAngle Z is only useful for determining compass directions in the exterior Tamriel worldspace.
  • Trigonometry with the Z angle could be done using the following conversion formula:
float GetAngleZ  ;the game's version
float TrigAngleZ ;the rest of the world's interpretation of the same

set GetAngleZ to player.GetAngle Z
if ( GetAngleZ < 90 )
  set TrigAngleZ to 90 - GetAngleZ
else
  set TrigAngleZ to 450 - GetAngleZ
endif
  • X angle returns a value (theorically) from -90 to 90. The true in-game range is -89 to 89, with -89 if the player is looking above himself, and 89 if player is looking at his feet. Note that the player actually is looking 89 degrees above or below horizontal - you cannot look exactly up or exactly down in game.
  • NOTE: You can rotate the camera when riding a horse without changing the actual direction the player's facing so GetAngle Z is kind of useless sometimes (like when using getLOS) if the player is on a horse.