Difference between revisions of "GetAngle"
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imported>Ashileedo m (Reverted edit of Aaaas, changed back to last version by JDGBOLT) |
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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: | [[Category: Movement Functions (CS 1.0)]] | ||
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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.