Difference between revisions of "GetAngle"
Jump to navigation
Jump to search
imported>PoHa! |
imported>Omzy (edited to match template) |
||
Line 1: | Line 1: | ||
{{Function | |||
GetAngle | |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 | |||
Returns the | |referenceType = [Object] | ||
|arguments = | |||
{{FunctionArgument | |||
|Name = Axis | |||
|Type = char | |||
|Value = X, Y, Z | |||
}} | |||
|example = ActorRef.GetAngle Z | |||
Player.GetAngle X | |||
}} | |||
== Notes == | == Notes == | ||
*'''Special Notes (relative to GetAngle called upon the player)''' | *'''Special Notes (relative to GetAngle called upon the player)''' | ||
**Z | **'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. | ||
**Trigonometry with the Z angle could be done using the following conversion formula: | **'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 in-game angles are not the same as the world standard interpretation of angles. Trigonometry with the Z angle could be done using the following conversion formula: | |||
float GetAngleZ ;the game's version | float GetAngleZ ;the game's version | ||
float TrigAngleZ ;the rest of the world's interpretation of the same | float TrigAngleZ ;the rest of the world's interpretation of the same | ||
Line 20: | Line 29: | ||
set TrigAngleZ to 450 - GetAngleZ | set TrigAngleZ to 450 - GetAngleZ | ||
endif | endif | ||
** | |||
==See Also== | |||
*[[GetHeadingAngle]] | |||
*[[SetAngle]] | |||
*[[Rotate]] | |||
*[[GetPos]] | |||
*[[SetPos]] | |||
Line 26: | Line 41: | ||
[[Category:Movement Functions]] | [[Category:Movement Functions]] | ||
[[Category:Condition Functions]] | [[Category:Condition Functions]] | ||
<!-- Begin Search Terms | <!-- Begin Search Terms | ||
Get | Get |
Revision as of 23:41, 30 July 2009
< [[::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 in-game angles are not the same as the world standard interpretation of angles. 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