GetElementMatrix: Difference between revisions

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{{Client function}}
{{Shared function}}
__NOTOC__  
__NOTOC__  
This function gets an element's matrix. This contains various components such as position and rotation. It is most useful for matrix calculations such as calculating offsets.
This function gets an [[element]]'s transform [[matrix]]. This contains 16 float values that multiplied to a point will give you the point transformed. It is most useful for matrix calculations such as calculating offsets. For further information, please refer to a tutorial of matrices in computer graphics programming.
 
{{Note|The [[matrix]] returned by this function is [http://bugs.mtasa.com/view.php?id{{=}}6984 not setup correctly for some calculations] unless the '''legacy''' argument is set to '''''false'''''.}}
{{Tip|''For [[matrix]] manipulation which goes beyond the basic examples given on this page, see the [[Lua matrix library]].'' If you are using MTA: SA 1.4 or higher, using the built-in [[matrix]] class is also recommended.}}
==Syntax==
==Syntax==
<syntaxhighlight lang="lua">
<syntaxhighlight lang="lua">
int getElementMatrix ( element theElement )      
table getElementMatrix ( element theElement [, bool legacy = true ] )
</syntaxhighlight>  
</syntaxhighlight>
{{OOP||[[element]]:getMatrix|matrix|setElementMatrix}}


===Required Arguments===  
===Required Arguments===  
*'''theElement:''' The element which you wish to retrieve the matrix for
*'''theElement:''' The [[element]] which you wish to retrieve the [[matrix]] for.
 
===Optional Arguments===
*'''legacy:''' Set to ''false'' to return correctly setup [[matrix]] (i.e. Last column in the first 3 rows set to zero).


===Returns===
===Returns===
Returns a multi-dimensional array in the format of:
Returns a multi-dimensional array (which can be transformed into a proper [[matrix]] class using ''Matrix.create'' method) containing a 4x4 matrix. Returns ''false'' if the element is not streamed in, and not a [[vehicle]], [[ped]] or [[object]].
 
==Example==
This example creates a utility function that turns an offset into a position that is relative to the specified element.
<syntaxhighlight lang="lua">
function getPositionFromElementOffset(element,offX,offY,offZ)
    local m = getElementMatrix ( element )  -- Get the matrix
    local x = offX * m[1][1] + offY * m[2][1] + offZ * m[3][1] + m[4][1]  -- Apply transform
    local y = offX * m[1][2] + offY * m[2][2] + offZ * m[3][2] + m[4][2]
    local z = offX * m[1][3] + offY * m[2][3] + offZ * m[3][3] + m[4][3]
    return x, y, z                              -- Return the transformed point
end
 
-- Get the position of a point 3 units to the right of the element:
x,y,z = getPositionFromElementOffset(element,3,0,0)
 
-- Get the position of a point 2 units in front of the element:
x,y,z = getPositionFromElementOffset(element,0,2,0)
 
-- Get the position of a point 1 unit above the element:
x,y,z = getPositionFromElementOffset(element,0,0,1)
 
</syntaxhighlight>
 
This example creates some more matrix utility functions
<syntaxhighlight lang="lua">
function getMatrixLeft(m)
    return m[1][1], m[1][2], m[1][3]
end
function getMatrixForward(m)
    return m[2][1], m[2][2], m[2][3]
end
function getMatrixUp(m)
    return m[3][1], m[3][2], m[3][3]
end
function getMatrixPosition(m)
    return m[4][1], m[4][2], m[4][3]
end
 
local mat = getElementMatrix(element)  -- Get the matrix
x,y,z = getMatrixLeft(mat)    -- Get the matrix left direction
x,y,z = getMatrixForward(mat)  -- Get the matrix forward direction
x,y,z = getMatrixUp(mat)      -- Get the matrix up direction
 
</syntaxhighlight>
 
This example function allows you to get the element matrix of an element that is not streamed in.
<syntaxhighlight lang="lua">
<syntaxhighlight lang="lua">
{
function getElementMatrix(element)
     { rollX,       rollY,         rollZ,        1    },
     local rx, ry, rz = getElementRotation(element, "ZXY")
     { directionX,   directionY,   directionZ,   1   },
     rx, ry, rz = math.rad(rx), math.rad(ry), math.rad(rz)
     { wasX,        wasY,          wasZ,        1   },
    local matrix = {}
     { posX,         posY,         posZ,        1   },
    matrix[1] = {}
}
     matrix[1][1] = math.cos(rz)*math.cos(ry) - math.sin(rz)*math.sin(rx)*math.sin(ry)
    matrix[1][2] = math.cos(ry)*math.sin(rz) + math.cos(rz)*math.sin(rx)*math.sin(ry)
    matrix[1][3] = -math.cos(rx)*math.sin(ry)
    matrix[1][4] = 1
   
    matrix[2] = {}
    matrix[2][1] = -math.cos(rx)*math.sin(rz)
    matrix[2][2] = math.cos(rz)*math.cos(rx)
    matrix[2][3] = math.sin(rx)
    matrix[2][4] = 1
    matrix[3] = {}
     matrix[3][1] = math.cos(rz)*math.sin(ry) + math.cos(ry)*math.sin(rz)*math.sin(rx)
    matrix[3][2] = math.sin(rz)*math.sin(ry) - math.cos(rz)*math.cos(ry)*math.sin(rx)
    matrix[3][3] = math.cos(rx)*math.cos(ry)
    matrix[3][4] = 1
    matrix[4] = {}
    matrix[4][1], matrix[4][2], matrix[4][3] = getElementPosition(element)
    matrix[4][4] = 1
    return matrix
end
</syntaxhighlight>
</syntaxhighlight>


==Example==  
 
This example creates a utility function that gets the position that is in front of a specified player.  Note that it assumes you have the [http://lua-users.org/wiki/LuaMatrix Lua Matrix] library installed.
 
 
<section name="Server side: Front to Front" class="server" show="true">
-- create a Ped (0, 0, 5, 0) and put the player to 10 m of distance, front to front
<syntaxhighlight lang="lua">
<syntaxhighlight lang="lua">
function getPositionInFrontOfElement(element)
function startedThisResource (res)
local posX,posY,posZ = getElementPosition(element)
if getThisResource() == res then
--Get the position 5 units in front
local thePed = createPed ( 287, 0, 0, 5, 0)
local transformed = matrix{0,5,0} * matrix(getElementMatrix(element)}
local matrix = getElementMatrix(thePed)
--Get our offset components
nx = 0 * matrix[1][1] + 10 * matrix[2][1] + 0 * matrix[3][1] + 1 * matrix[4][1]
local offX,offY,offZ = transformed[1][1],transformed[2][1],transformed[3][1]
ny = 0 * matrix[1][2] + 10 * matrix[2][2] + 0 * matrix[3][2] + 1 * matrix[4][2]
--Return absolute coordinates by adding the original position
nz = 0 * matrix[1][3] + 10 * matrix[2][3] + 0 * matrix[3][3] + 1 * matrix[4][3]
return posX + offX, posY + offY, posZ + offZ
for a, z in ipairs(getElementsByType("player")) do
setElementPosition (z, nx, ny, nz)
local playerX, playerY, playerZ = getElementPosition(z)
local pedX, pedY, pedZ = getElementPosition(thePed)
local rotZ = findRotation( playerX, playerY, pedX, pedY )
setElementRotation(z, 0, 0, rotZ)
end
end
end
addEventHandler("onResourceStart", getRootElement(), startedThisResource)
 
function findRotation( x1, y1, x2, y2 )
    local t = -math.deg( math.atan2( x2 - x1, y2 - y1 ) )
    return t < 0 and t + 360 or t
end
end
</syntaxhighlight>
</syntaxhighlight>
</section>
==Changelog==
{{ChangelogHeader}}
{{ChangelogItem|1.3.0-9.04186|Added legacy argument}}


==See Also==
==See Also==
{{Client_element_functions}}
{{Client_element_functions}}

Revision as of 20:35, 10 August 2017

This function gets an element's transform matrix. This contains 16 float values that multiplied to a point will give you the point transformed. It is most useful for matrix calculations such as calculating offsets. For further information, please refer to a tutorial of matrices in computer graphics programming.

[[{{{image}}}|link=|]] Note: The matrix returned by this function is not setup correctly for some calculations unless the legacy argument is set to false.
[[{{{image}}}|link=|]] Tip: For matrix manipulation which goes beyond the basic examples given on this page, see the Lua matrix library. If you are using MTA: SA 1.4 or higher, using the built-in matrix class is also recommended.

Syntax

table getElementMatrix ( element theElement [, bool legacy = true ] )

OOP Syntax Help! I don't understand this!

Method: element:getMatrix(...)
Variable: .matrix
Counterpart: setElementMatrix


Required Arguments

  • theElement: The element which you wish to retrieve the matrix for.

Optional Arguments

  • legacy: Set to false to return correctly setup matrix (i.e. Last column in the first 3 rows set to zero).

Returns

Returns a multi-dimensional array (which can be transformed into a proper matrix class using Matrix.create method) containing a 4x4 matrix. Returns false if the element is not streamed in, and not a vehicle, ped or object.

Example

This example creates a utility function that turns an offset into a position that is relative to the specified element.

function getPositionFromElementOffset(element,offX,offY,offZ)
    local m = getElementMatrix ( element )  -- Get the matrix
    local x = offX * m[1][1] + offY * m[2][1] + offZ * m[3][1] + m[4][1]  -- Apply transform
    local y = offX * m[1][2] + offY * m[2][2] + offZ * m[3][2] + m[4][2]
    local z = offX * m[1][3] + offY * m[2][3] + offZ * m[3][3] + m[4][3]
    return x, y, z                               -- Return the transformed point
end

-- Get the position of a point 3 units to the right of the element:
x,y,z = getPositionFromElementOffset(element,3,0,0)

-- Get the position of a point 2 units in front of the element:
x,y,z = getPositionFromElementOffset(element,0,2,0)

-- Get the position of a point 1 unit above the element:
x,y,z = getPositionFromElementOffset(element,0,0,1)

This example creates some more matrix utility functions

function getMatrixLeft(m)
    return m[1][1], m[1][2], m[1][3]
end
function getMatrixForward(m)
    return m[2][1], m[2][2], m[2][3]
end
function getMatrixUp(m)
    return m[3][1], m[3][2], m[3][3]
end
function getMatrixPosition(m)
    return m[4][1], m[4][2], m[4][3]
end

local mat = getElementMatrix(element)  -- Get the matrix
x,y,z = getMatrixLeft(mat)     -- Get the matrix left direction
x,y,z = getMatrixForward(mat)  -- Get the matrix forward direction
x,y,z = getMatrixUp(mat)       -- Get the matrix up direction

This example function allows you to get the element matrix of an element that is not streamed in.

function getElementMatrix(element)
    local rx, ry, rz = getElementRotation(element, "ZXY")
    rx, ry, rz = math.rad(rx), math.rad(ry), math.rad(rz)
    local matrix = {}
    matrix[1] = {}
    matrix[1][1] = math.cos(rz)*math.cos(ry) - math.sin(rz)*math.sin(rx)*math.sin(ry)
    matrix[1][2] = math.cos(ry)*math.sin(rz) + math.cos(rz)*math.sin(rx)*math.sin(ry)
    matrix[1][3] = -math.cos(rx)*math.sin(ry)
    matrix[1][4] = 1
    
    matrix[2] = {}
    matrix[2][1] = -math.cos(rx)*math.sin(rz)
    matrix[2][2] = math.cos(rz)*math.cos(rx)
    matrix[2][3] = math.sin(rx)
    matrix[2][4] = 1
	
    matrix[3] = {}
    matrix[3][1] = math.cos(rz)*math.sin(ry) + math.cos(ry)*math.sin(rz)*math.sin(rx)
    matrix[3][2] = math.sin(rz)*math.sin(ry) - math.cos(rz)*math.cos(ry)*math.sin(rx)
    matrix[3][3] = math.cos(rx)*math.cos(ry)
    matrix[3][4] = 1
	
    matrix[4] = {}
    matrix[4][1], matrix[4][2], matrix[4][3] = getElementPosition(element)
    matrix[4][4] = 1
	
    return matrix
end



Click to collapse [-]
Server side: Front to Front

-- create a Ped (0, 0, 5, 0) and put the player to 10 m of distance, front to front

function startedThisResource (res)
	if getThisResource() == res then
		local thePed = createPed ( 287, 0, 0, 5, 0)
		local matrix = getElementMatrix(thePed)
		nx = 0 * matrix[1][1] + 10 * matrix[2][1] + 0 * matrix[3][1] + 1 * matrix[4][1]
		ny = 0 * matrix[1][2] + 10 * matrix[2][2] + 0 * matrix[3][2] + 1 * matrix[4][2]
		nz = 0 * matrix[1][3] + 10 * matrix[2][3] + 0 * matrix[3][3] + 1 * matrix[4][3]
		for a, z in ipairs(getElementsByType("player")) do
			setElementPosition (z, nx, ny, nz)
			local playerX, playerY, playerZ = getElementPosition(z)
			local pedX, pedY, pedZ = getElementPosition(thePed)
			local rotZ = findRotation( playerX, playerY, pedX, pedY ) 
			setElementRotation(z, 0, 0, rotZ)
		end
	end
end
addEventHandler("onResourceStart", getRootElement(), startedThisResource)

function findRotation( x1, y1, x2, y2 ) 
    local t = -math.deg( math.atan2( x2 - x1, y2 - y1 ) )
    return t < 0 and t + 360 or t
end

Changelog

Version Description
1.3.0-9.04186 Added legacy argument

See Also