class vectorSource
Constants 4
static const vector Up = "0 1 0"Show 11 more
, CrossHairSelector.FloatingCrossHair(), DayZSpectator.EOnFrame(), EffectArea.PlaceParticles(), FireworksBase.CanBeIgnitedBy(), GameInventory.SetGroundPosByOwnerBounds(), ImprovisedExplosive.OnPlacementComplete(), MiscGameplayFunctions.FilterObstructedObjectsByGrouping(), Transport.DetectFlippedUsingSurface(), Transport.IsAreaAtDoorFree(), Perpend(), and Weapon_Base.ApproximateWeaponLiftTransform()static const vector Aside = "1 0 0"static const vector Forward = "0 0 1"static const vector Zero = "0 0 0"Methods 28
Vector to string
beautify- If true verbose vector in more human readable form "<1, 1, 1>" instead of simple form "1 1 1"
Returns: string Converted vector as parsed string
vector v = "1 0 1";
Print( v.ToString() );
Print( v.ToString(false) );
>> '<1, 0, 1>'
>> '1 0 1'Show 16 more
, ContaminatedArea_Dynamic.SetupZoneData(), DynamicMusicPlayer.DisplayDebugStats(), PluginAdminLog.PlayerTeleportedLog(), PluginCharPlacement.CheckInit(), PluginConfigDebugProfile.CustomLocationsAdd(), PluginConfigDebugProfile.SetItemDebugPos(), PluginUniversalTemperatureSourceServer.GatherTemperatureSources(), RecoilBase.ApplyMouseOffset(), SceneObject.GetPositionAsString(), ScriptCamera.DebugInfo(), ScriptConsoleAddLocation.SetPosition(), ScriptConsoleEnfScriptTab.PrintS(), ScriptConsoleGeneralTab.Init(), ScriptConsoleGeneralTab.OnClick(), ScriptConsoleGeneralTab.OnItemSelected(), and ScriptConsoleGeneralTab.ProcessTeleportText()proto float Normalize()Normalizes vector. Returns length
Returns: float Length of origin vector
vector vec = "1 0 1";
float length = vec.Normalize();
Print( vec );
Print( length );
>> vec = <0.707107,0,0.707107>
>> length = 1.41421proto vector Normalized()return normalized vector (keeps orginal vector untouched)
Show 17 more
, CameraToolsMenu.Update(), CarScript.CarScript(), CarScript.CheckContactCache(), CarScript.OnContact(), DayZIntroSceneXbox.UpdateCharacterPos(), Debug.DrawCone(), EffBulletImpactBase.Event_OnStarted(), EntityPlacementCallback.OnSetup(), InventoryItem.GetImpactSurfaceTypeEx(), Math3D.GetRandomDir(), MiscGameplayFunctions.GetHeadingVector(), MiscGameplayFunctions.GetProjectedCursorPos3d(), RandomDir(), RandomDir2D(), Weapon_Base.ApproximateWeaponLiftTransform(), Weapon_Base.LiftWeaponCheckEx(), and WeaponDebug.DrawLineOfFire()proto native float Length()Returns length of vector (magnitude)
Returns: float Length of vector
vector vec = "1 0 1";
float length = vec.Length();
Print( length );
>> length = 1.41421Show 29 more
, DayZGame.FirearmEffects(), EffBulletImpactBase.EvaluateEffect(), EffBulletImpactBase.Event_OnStarted(), EntityAI.RegisterTransportHit(), Fence.IsFacingCamera(), Fence.IsFacingPlayer(), Fence.IsPlayerInside(), Hit_MeatBones.Event_OnStarted(), Hologram.AlignProjectionOnTerrain(), Hologram.GetProjectionDiameter(), Hologram.GetProjectionRadius(), InventoryItem.GetImpactSurfaceTypeEx(), InventoryItem.ProcessImpactSoundEx(), PlayerBase.OnReceivedHit(), ScriptConsoleGeneralTab.Update(), ScriptConsoleGeneralTab.UpdateMousePos(), ScriptConsoleSoundsTab.UpdateMousePos(), ShelterBase.IsPlayerInside(), ShelterSite.IsFacingCamera(), ShelterSite.IsPlayerInside(), TerritoryFlag.IsFacingCamera(), TerritoryFlag.IsFacingPlayer(), TerritoryFlag.IsPlayerInside(), Transport.GetMomentum(), Watchtower.IsFacingCamera(), Watchtower.IsFacingPlayer(), Watchtower.IsPlayerInside(), Weapon_Base.LiftWeaponCheckEx(), and WeaponLiftDiag.DrawDiag()proto native float LengthSq()Returns squared length (magnitudeSqr)
Returns: float Length of vector
vector vec = "1 1 0";
float length = vec.LengthSq();
Print( length );
>> length = 2Show 1 more
, PlayerBase.BrokenLegWalkShock()Returns the distance between tips of two 3D vectors.
v1vector3D Vector 1v2vector3D Vector 2
Returns: float Distance
float dist = vector.Distance( "1 2 3", "4 5 6" );
Print( dist );
>> dist = 5.19615Returns the square distance between tips of two 3D vectors.
v1vector3D Vector 1v2vector3D Vector 2
Returns: float Squere distance
float dist = vector.DistanceSq( "0 0 0", "0 5 0" );
Print( dist );
>> dist = 25vector Perpend()Returns perpendicular vector. Perpendicular vector is computed as cross product between input vector and up vector (0, 1, 0).
Returns: vector perpendicular vector
vector vec = "1 0 0";
Print( vec.Perpend() );
>> <0,0,1>Returns direction vector from point p1 to point p2
p1vectorpoint fromp2vectorpoint to
Returns: vector direction vector
static vector RandomDir()Returns randomly generated unit vector
Returns: randomly generated unit vector
vector vec = vector.RandomDir();
Print(vec);
Print(vec.Length());
>> <-0.179424,0.966825,0.181816>
>> 1static vector RandomDir2D()Returns randomly generated XZ unit vector with the Y(up) axis set to 0
Returns: randomly generated XZ unit vector
vector vec = vector.RandomDir();
Print(vec);
Print(vec.Length());
>> <0.631697,0,0.775216>
>> 1Returns Dot product of vector v1 and vector v2
v1vectorinput vectorv2vectorinput vector
Returns: vector direction vector
Show 30 more
, ActionPlaceOvenIndoor.ActionCondition(), ActionPushCar.GetDirectionDot(), ActionTargets.DistSqrPoint2Line(), BoatScript.OnContact(), BoxDraw.InverseTransformPointByMatrix(), Car.DetectFlippedUsingWheels(), CarScript.CheckContactCache(), CarScript.OnContact(), DayZAnimal.ComputeHitDirectionAngleDeg(), DayZPlayerImplement.EvaluateDamageHitAnimation(), DayZPlayerImplement.EvaluateDeathAnimation(), DayZPlayerImplementMeleeCombat.HitZoneSelectionRaycast(), DayZPlayerImplementMeleeCombat.IsEntityBehindEntityInAngle(), EffBulletImpactBase.Event_OnStarted(), FireplaceBase.OnAttachmentRuined(), FireworksBase.CanBeIgnitedBy(), MiscGameplayFunctions.DropAllItemsInInventoryInBounds(), MiscGameplayFunctions.FilterObstructedObjectsByGrouping(), MiscGameplayFunctions.IsPlayerOrientedTowardPos(), Transport.DetectFlippedUsingSurface(), RotateAroundZero(), RotateAroundZeroDeg(), RotateAroundZeroRad(), VicinityItemManager.ExcludeFromContainer_Phase1(), Watchtower.IsFacingCamera(), Watchtower.IsFacingPlayer(), Weapon_Base.LiftWeaponCheckEx(), ZombieBase.ComputeHitDirectionAngle(), ZombieBase.ComputeHitDirectionAngleEx(), and ZombieBase.EvaluateCrawlTransitionAnimation()vector GetRelAngles()Returns relative angles between -180 and 180, not 0 to 360
Returns: float Relative angles
vector angles = "-45 190 160";
Print( angles.GetRelAngles() );
>> <-45,-170,160>proto float VectorToYaw()Returns yaw of vector
vecvectorVector to convert yaw
Returns: float Yaw of vector
vector v1 = "0 1 0";
vector v2 = "0.7 0.7 0";
Print( v1.ToYaw() );
Print( v2.ToYaw() );
>> 90
>> 45Returns vector of yaw
yawfloatValue of yaw
Returns: vector Yaw converted in vector
Print( vector.Yaw2Vector(90) );
Print( vector.Yaw2Vector(45) );
>> <0,1,0>
>> <0.707107,0.707107,0>proto vector VectorToAngles()Converts vector to spherical coordinates with radius = 1
Returns: vector spherical coordinates (yaw, pitch, roll in degrees)
vector v1 = "1 0 1";
vector v2 = "1 1 1";
Print( v1.VectorToAngles() );
Print( v2.VectorToAngles() );
>> <45,-0,0>
>> <45,35.2644,0>Show 19 more
, CarScript.CarScript(), CGame.GetSurfaceOrientation(), EffBulletImpactBase.Event_OnStarted(), Fence.IsPlayerInside(), FireplaceBase.IsSpaceFor(), FireworksLauncher.OnFuseIgnitedClient(), HitDirectionEffectBase.CalculateArrowPosition(), Hologram.AlignProjectionOnTerrain(), Hologram.GetDefaultOrientation(), Land_FuelStation_Feed.OnExplosionEffects(), MeleeTargeting.GetMeleeTargetEx(), Raycaster.DoMeasurement(), ScriptedLightBase.AttachOnMemoryPoint(), ShelterBase.IsPlayerInside(), ShelterSite.IsPlayerInside(), TerritoryFlag.IsPlayerInside(), VicinityItemManager.RefreshVicinityItems(), Watchtower.IsPlayerInside(), and WeaponParticlesBase.CheckOrientationOverride()proto vector AnglesToVector()Converts spherical coordinates (yaw, pitch, roll in degrees) to unit length vector
Returns: normalized direction vector
vector v1 = "45 0 0";
vector v2 = "15 60 0";
Print( v1.AnglesToVector() );
Print( v2.AnglesToVector() );
>> <0.707107,0,0.707107>
>> <0.12941,0.866025,0.482963>proto void RotationMatrixFromAngles(out vector mat[3])Creates rotation matrix from angles
angvectorwhich contains angles- out
mat vectorcreated rotation matrix
vector mat[3];
vector ang = "70 15 45";
ang.RotationMatrixFromAngles( mat );
Print( mat );
>> <0.330366,0.0885213,-0.939693>,<0.458809,0.854988,0.241845>,<0.824835,-0.511037,0.241845>Transforms position
matvector[4]transformation matrixvecvectorposition to transform
Returns: vector transformed position
vector mat[4] = { "1 0 0 0", "0 1 0 0", "0 0 1 1", "3 1 2 1" }; // translation matrix
vector pos = "1 1 1";
Print( pos.Multiply4(mat) );
>> <4,2,3>Transforms vector
matvector[3]transformation matrixvecvectorvector to transform
Returns: vector transformed vector
vector mat[3] = { "2 0 0", "0 3 0", "0 0 1" }; // scale matrix
vector vec = "1 1 1";
Print( vec.Multiply3(mat) );
>> <2,3,1>Invert-transforms position
matvector[4]transformation matrixvecvectorposition to transform
Returns: vector transformed position
vector mat[4] = { "1 0 0 0", "0 1 0 0", "0 0 1 1", "3 1 2 1" }; // translation matrix
vector pos = "1 1 1";
Print( pos.InvMultiply4(mat) );
>> <-2,0,-1>Invert-transforms vector
matvector[3]transformation matrixvecvectorvector to transform
Returns: vector transformed vector
vector mat[3] = { "1.5 2.5 0", "0.1 1.3 0", "0 0 1" }; // rotation matrix
vector vec = "1 1 1";
Print( vec.InvMultiply3(mat) );
>> <4,1.4,1>Lerp between two vectors
vector v1 = Vector(0,0,0);
vector v2 = Vector(5,6,1);
Print( vector.Lerp(v1, v2, 0.5) );Rotate a vector around 0,0,0 by an angle in degrees
vecvectorto rotateaxisaxisto rotate aroundcosAngleanglein degrees
Returns: vector transformed vector
Rotate a vector around 0,0,0 by an angle in radians
vecvectorto rotateaxisaxisto rotate aroundcosAngleanglein radians
Returns: vector transformed vector
Rotate a vector around 0,0,0
posvectorto rotateaxisaxisto rotate aroundcosAnglecosof anglesinAnglesinof angle
Returns: vector transformed vector
static vector RotateAroundPoint(vector point, vector pos, vector axis, float cosAngle, float sinAngle)Rotate a vector around point
pointpointto rotate aroundposvectorto rotateaxisaxisto rotate aroundcosAnglecosof anglesinAnglesinof angle
Returns: vector transformed vector
Convert static array of floats into a vector
arrvectorin array format
Returns: vector resulting vector