Difference between revisions of "GetAngleZ - ObjectReference"
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imported>Dragoonwraith m (→Notes: fixing var name) |
imported>Rasikko m (→Notes: Compass will use coordinate system instead a NorthMarker's position, if the cell contains no NorthMarker.) |
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* 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. | * 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. | ||
*In addition to the above statement, ff the cell doesn't contain a NorthMarker, the Compass will revert back to the coordinate system for that cell. | |||
* 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: | * 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: | ||
<source lang="papyrus">float GameAngleZ ;the game's version | <source lang="papyrus">float GameAngleZ ;the game's version |
Revision as of 10:43, 28 December 2017
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.
- In addition to the above statement, ff the cell doesn't contain a NorthMarker, the Compass will revert back to the coordinate system for that cell.
- 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 ( GameAngleZ < 90 )
TrigAngleZ = 90 - GameAngleZ
else
TrigAngleZ = 450 - GameAngleZ
endif