[WiP] <RetVar> = <RetObj> get rot alpha

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EmperorJon
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[WiP] <RetVar> = <RetObj> get rot alpha

Post by EmperorJon »

<RetVar> = <RetObj> get rot alpha

<RetVar> = The variable where the requested information is put.
<RefObj> = The object to check for the information.

Checks the alpha rotation value of the object and writes it as a numeric variable.

Rotation is out of 65536. (0-360 degrees with 65536 being 360, which is of course the same as 0.)

Alpha is Yaw, Beta is Pitch and Gamma is Roll.

For Ships:

- Alpha and Beta are for the direction the Ship is looking to
- Gamma is for the Rotation around the own axis of a Ship
- Alpha is for the Rotation on the ecliptic level (or when gamma = 0 left and right)
- Beta is for the rotation up and down from the ecliptic (or when gamma = 0 )

Example:

$PlayRotA = [PLAYERSHIP] get rot alpha
$PlayRotB = [PLAYERSHIP] get rot beta
$PlayRotG = [PLAYERSHIP] get rot gamma

Would find the exact direction your ship is facing.


Command Location:
Last edited by EmperorJon on Wed, 22. Sep 10, 17:08, edited 2 times in total.
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Ketraar
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Post by Ketraar »

mark_a_condren wrote:nice to find out what the value is, degrees or whatever
According to KlausM 65536 = 360º
Assuming that's the value output you get (only looked in X3Editor) one can safely say that
$PlayRotA*360/65536=rotation in degrees.

MFG

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UniTrader
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Post by UniTrader »

@Ketraar
confirmed, i have used these Values often enough ;)
btw: the integrated Sin/Cos-functions of the SE are working in this range, too (so 0° to 360° is translated to 0 to 65536 and the output 0,0 to 1,0 is translated to 0 to 65536) so you can use them almost directly with these commands.



and here my informations for the Rot commands:

For Ships:

- Alpha and Beta are for the direction the Ship is looking to
- Gamma is for the Rotation around the own axis of a Ship
- Alpha is for the Rotation on the ecliptic level (or when gamma = 0 left and right)
- Beta is for the rotation up and down from the ecliptic (or when gamma = 0 )
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s9ilent
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Post by s9ilent »

Sorry just to correct everyone, the rotations are between 0 and 65 536-1
(as 65 536 == 0)

I think it would also be good to mention
alpha - yaw - right/left (I may have this flip-ed around, it might be left/right)
beta - pitch -up/down
gamma- roll- spin clockwise/anticlockwise

-slightly off topic
The order of rotation is alpha, then beta, then gamma
(in a 3d+ space, rotations are non commutative, i.e. order IS important)

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