PositionRelativeXYZ

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Revision as of 06:52, 14 January 2010 by imported>QQuix (Clarifying the meaning of the arguments)
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A User Function for use with Oblivion Script Extender

Syntax:

PositionRelative refAnchor DeltaX DeltaY DeltaZ DeltaAngZ

Positions an object relative to another object. E.g.: positioning a parrot on a pirate's shoulder .


DeltaX, DeltaY and DeltaZ are distances from the anchor objects when it is facing north (Angle Z = 0)

DeltaAngZ is used to rotate the positioned object relative to the anchor's Z angle.


Using the parrot on the shoulder example:

DeltaX = 15 - a little to the right of the player

DeltaY = 0 - not ahead, not behind

DeltaZ = 100 - distance from feet to shoulder

DeltaAngZ = 270 - the parrot faces the player's head


Notes:[edit | edit source]

  • This function must be called on a reference (Ref.call <function>)


Example:[edit | edit source]

Positioning three objects lined up at eye level in front of the player:

if refObj1.getparentcell != player.getparentcell
    refObj1.moveto player  ; avoid using moveto every frame
    refObj2.moveto player
    refObj3.moveto player
endif

refObj1.call zPositionRelativeXYZ player (-20) 50 120 0
refObj2.call zPositionRelativeXYZ player 0 50 120 0
refObj3.call zPositionRelativeXYZ player 20 50 120 0


Code[edit | edit source]

 scn zPositionRelativeXYZ

float posX
float posY
float posZ
float angZ
float dposX
float dposY
float dposZ
float dangZ
float angZanchor 
ref refAnchor 
 
begin Function { refAnchor dposX dposY dposZ dangZ} 
   let angZanchor :=  refAnchor.getangle z
   let posX := refAnchor.getpos x + dposX * cos angZanchor + dposY * sin angZanchor 
   let posY := refAnchor.getpos y - dposX * sin angZanchor + dposY * cos angZanchor 
   let posZ := refAnchor.getpos z + dposZ
   let angZ := refAnchor.getangle z + dangZ

   setpos X posX
   setpos Y posY
   setpos Z posZ
   setangle Z angZ

end

See Also[edit | edit source]