Difference between revisions of "GetAngleZ - ObjectReference"
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imported>Rasikko m (→Notes: Compass will use coordinate system instead a NorthMarker's position, if the cell contains no NorthMarker.) |
imported>Rasikko m (→Notes) |
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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, | *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 |