Arma 3 v1.22Algorithm:
Vector1 = [x1,y1,z1]; Vector2 = [x2,y2,z2];
Result = [(y1 * z2) - (z1 * y2),(z1 * x2) - (x1 * z2),(x1 * y2) - (y1 * x2)];
It is recommended to use vectorCrossProduct instead of BIS_fnc_crossProduct.
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Cross product of two 3D vectors.
In layman's terms, if you have a polygon (surface) defined by 3 points, you can find a normal to it (just like terrain surfaceNormal). To invert direction of the normal, swap arguments around.
vector1 vectorCrossProduct vector2
Parameters:
vector1: Vector3D or Vector2D - since Arma 3 v2.00, z coordinate is defaulted to 0 if not providedvector2: Vector3D or Vector2D - since Arma 3 v2.00, z coordinate is defaulted to 0 if not providedReturns: Array - vector [x, y, z]
_vector = [1,1,1] vectorCrossProduct [2,2,2];
_vectorUp = [0,1,0] vectorCrossProduct [-1,0,0]; //[0,-0,1]
_vectorSide = (vectorDir player) vectorCrossProduct (vectorUp player);
vectorAdd · vectorDiff · vectorDotProduct · vectorCos · vectorMagnitude · vectorMagnitudeSqr · vectorMultiply · vectorDistance · vectorDistanceSqr · vectorDir · vectorUp · setVectorDir · setVectorUp · setVectorDirAndUp · vectorNormalized · vectorFromTo · matrixMultiply · matrixTranspose
Arma 3 v1.22Algorithm:
Vector1 = [x1,y1,z1]; Vector2 = [x2,y2,z2];
Result = [(y1 * z2) - (z1 * y2),(z1 * x2) - (x1 * z2),(x1 * y2) - (y1 * x2)];
It is recommended to use vectorCrossProduct instead of BIS_fnc_crossProduct.