GetElementMatrix: Difference between revisions
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<section name="Front to Front" class="server" show="true"> | <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 | -- 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"> |
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.
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
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
-- 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
- getElementBoneMatrix
- getElementBonePosition
- getElementBoneRotation
- getElementBoundingBox
- getElementDistanceFromCentreOfMassToBaseOfModel
- getElementLighting
- getElementRadius
- isElementCollidableWith
- isElementLocal
- isElementOnScreen
- isElementStreamable
- isElementStreamedIn
- isElementSyncer
- isElementWaitingForGroundToLoad
- setElementBoneMatrix
- setElementBonePosition
- setElementBoneRotation
- setElementCollidableWith
- setElementStreamable
- updateElementRpHAnim
- Shared
- attachElements
- createElement
- destroyElement
- detachElements
- getAttachedElements
- getElementAlpha
- getElementAttachedOffsets
- getElementAttachedTo
- getElementByIndex
- getElementByID
- getElementChild
- getElementChildren
- getElementChildrenCount
- getElementCollisionsEnabled
- getElementColShape
- getElementData
- getAllElementData
- hasElementData
- getElementDimension
- getElementHealth
- getElementID
- getElementInterior
- getElementMatrix
- getElementModel
- getElementParent
- getElementPosition
- getElementRotation
- getElementsByType
- getElementsWithinColShape
- getElementsWithinRange
- getElementType
- getElementVelocity
- getLowLODElement
- getRootElement
- isElement
- isElementAttached
- isElementCallPropagationEnabled
- isElementDoubleSided
- isElementFrozen
- isElementInWater
- isElementLowLOD
- isElementWithinColShape
- isElementWithinMarker
- setElementAlpha
- setElementAngularVelocity
- getElementAngularVelocity
- setElementAttachedOffsets
- setElementCallPropagationEnabled
- setElementCollisionsEnabled
- setElementData
- setElementDimension
- setElementDoubleSided
- setElementFrozen
- setElementHealth
- setElementID
- setElementInterior
- setElementModel
- setElementParent
- setElementPosition
- setElementRotation
- setElementVelocity
- setLowLODElement
- getPedContactElement
- getResourceDynamicElementRoot
- getResourceRootElement