Difference between revisions of "GetAngleZ - ObjectReference"

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imported>Jlundin
 
imported>Dragoonwraith
(→‎Notes: porting from GetAngle)
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== Return Value ==
== Return Value ==
This object's rotation around the z axis, in degrees.
This object's rotation around the Z axis, in degrees. Z angle is measured with the positive ''y''-axis as 0 and increasing clockwise from there.


== Examples ==
== Examples ==
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Debug.Trace("We are rotated " + GetAngleZ() + " degrees around the Z axis")
Debug.Trace("We are rotated " + GetAngleZ() + " degrees around the Z axis")
</source>
</source>
== Notes ==
* In the Tamriel worldspace, a Z angle of 0 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.
* Note that standard mathematical notation has 0 starting on the ''x''-axis, rather than the ''y''-axis, and increases counter-clockwise, not clockwise. Trigonometry (see [[Math Script]]) with the Z angle thus requires using the following conversion formula:
float GameAngleZ  ;the game's version
float TrigAngleZ ;the rest of the world's interpretation of the same
GameAngleZ = Game.GetPlayer().GetAngleZ()
if ( GetAngleZ < 90 )
  TrigAngleZ = 90 - GameAngleZ
else
  TrigAngleZ = 450 - GameAngleZ
endif


== See Also ==
== See Also ==
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*[[GetHeadingAngle - ObjectReference]]
*[[GetHeadingAngle - ObjectReference]]
*[[SetAngle - ObjectReference]]
*[[SetAngle - ObjectReference]]
*[[GetAngle]] Console Function

Revision as of 11:50, 23 January 2012

Member of: ObjectReference Script

Gets this object's rotation around the z axis.

Syntax

float Function GetAngleZ() native

Parameters

None.

Return Value

This object's rotation around the Z axis, in degrees. Z angle is measured with the positive y-axis as 0 and increasing clockwise from there.

Examples

Debug.Trace("We are rotated " + GetAngleZ() + " degrees around the Z axis")

Notes

  • In the Tamriel worldspace, a Z angle of 0 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.
  • Note that standard mathematical notation has 0 starting on the x-axis, rather than the y-axis, and increases counter-clockwise, not clockwise. Trigonometry (see Math Script) with the Z angle thus requires using the following conversion formula:
float GameAngleZ  ;the game's version
float TrigAngleZ ;the rest of the world's interpretation of the same

GameAngleZ = Game.GetPlayer().GetAngleZ()
if ( GetAngleZ < 90 )
  TrigAngleZ = 90 - GameAngleZ
else
  TrigAngleZ = 450 - GameAngleZ
endif

See Also