Difference between revisions of "GetAngle"
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{{Function | |||
|CSWikiPage = GetAngle | |||
|origin = GECK1 | |||
|summary = Returns the angle of the calling object relative to the world on the specified axis (X, Y, or Z). | |||
|name = GetAngle | |||
|returnType = float | |||
|referenceType = [Object] | |||
|arguments = | |||
{{FunctionArgument | |||
|Name = Axis | |||
|Type = char | |||
|Value = X, Y, Z | |||
}} | |||
|example = ActorRef.GetAngle Z | |||
Player.GetAngle X | |||
}} | |||
== Notes == | |||
*'''Special Notes (relative to GetAngle called upon the player)''' | |||
**'Player.GetAngle X' 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. | |||
**'Player.GetAngle' Z 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 Wasteland 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 Wasteland worldspace. | |||
**The angles returned are the common layman's understanding of angles, properly termed ''bearings''. They increase clockwise, from 0 at the north to 90 in the east. These are not the same as the standard mathematical/trigonometric "angles", which increase counterclockwise, from 0 at the east to 90 at the north. Trigonometry with the Z angle could be done using the following conversion formula: | |||
float GetAngleZ ;bearing | |||
float TrigAngleZ ;standard trigonometric angle | |||
set GetAngleZ to player.GetAngle Z | |||
if ( GetAngleZ < 90 ) | |||
set TrigAngleZ to 90 - GetAngleZ | |||
else | |||
set TrigAngleZ to 450 - GetAngleZ | |||
endif | |||
==See Also== | |||
*[[GetHeadingAngle]] | |||
*[[SetAngle]] | |||
*[[Rotate]] | |||
*[[GetPos]] | |||
*[[SetPos]] | |||
*[[MoveTo]] | |||
[[Category:Functions]] | [[Category:Functions]] | ||
[[Category:Functions (GECK 1.1)]] | |||
[[Category:Movement Functions]] | [[Category:Movement Functions]] | ||
[[Category:Movement Functions (GECK 1.1)]] | |||
[[Category:Condition Functions]] | [[Category:Condition Functions]] | ||
[[Category:Condition Functions (GECK 1.1)]] | |||
<!-- Begin Search Terms | |||
Get | |||
Angle | |||
End Search Terms --> |
Latest revision as of 15:22, 13 August 2010
< [[::Category:Functions|Category:Functions]]
Link to TES4 Construction Set Wiki: GetAngle.
A function included in the GECK version 1.1.0.36.
Description
Returns the angle of the calling object relative to the world on the specified axis (X, Y, or Z).
Syntax
(float) [Object].GetAngle Axis:char{X, Y, Z}
Example
ActorRef.GetAngle Z Player.GetAngle X
Notes
- Special Notes (relative to GetAngle called upon the player)
- 'Player.GetAngle X' 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.
- 'Player.GetAngle' Z 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 Wasteland 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 Wasteland worldspace.
- The angles returned are the common layman's understanding of angles, properly termed bearings. They increase clockwise, from 0 at the north to 90 in the east. These are not the same as the standard mathematical/trigonometric "angles", which increase counterclockwise, from 0 at the east to 90 at the north. Trigonometry with the Z angle could be done using the following conversion formula:
float GetAngleZ ;bearing float TrigAngleZ ;standard trigonometric angle set GetAngleZ to player.GetAngle Z if ( GetAngleZ < 90 ) set TrigAngleZ to 90 - GetAngleZ else set TrigAngleZ to 450 - GetAngleZ endif