Difference between revisions of "GetAngleZ - ObjectReference"

Jump to navigation Jump to search
No change in size ,  10:43, 28 December 2017
m
imported>Rasikko
m (→‎Notes: Compass will use coordinate system instead a NorthMarker's position, if the cell contains no NorthMarker.)
imported>Rasikko
 
Line 24: Line 24:


* 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.
*In addition to the above statement, if 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
Anonymous user

Navigation menu