Difference between revisions of "GetAngleZ - ObjectReference"
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imported>Dragoonwraith (→Notes: porting from GetAngle) |
imported>Dragoonwraith m (→Notes: using syntax highlighting) |
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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. | ||
* 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 | |||
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</source> | |||
== See Also == | == See Also == |