MatrixPOP

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Revision as of 19:47, 16 February 2022 by Tracer (talk | contribs) (Created page with "{{Useful Class}} __NOTOC__ This class allows you to handle matrixes without using MTA's OOP functions<br/> This class is called POP because it doesn't use any OOP functions while keeping Lua's class structure. ==Syntax== <syntaxhighlight lang="lua"> MatrixPOP MatrixPOP( element eheElement ) </syntaxhighlight> ===Required Arguments=== *'''theElement:''' The element which you wish to retrieve the matrix for. ===Returns=== Returns a matrix class<br/> Returns ''f...")
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This class allows you to handle matrixes without using MTA's OOP functions
This class is called POP because it doesn't use any OOP functions while keeping Lua's class structure.

Syntax

MatrixPOP MatrixPOP( element eheElement )

Required Arguments

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

Returns

Returns a matrix class
Returns false if the element is not streamed in, and not a vehicle, ped or object.

Code

MatrixPOP = setmetatable({},{
    __metatable = 'MatrixPOP',
    __call = function(self,ply)
        local matrixObj = {}
        setmetatable(matrixObj, self)
        self.__index = self
        
        if not isElement(ply) or (
            getElementType(ply) ~= 'player' and
            getElementType(ply) ~= 'vehicle' and
            getElementType(ply) ~= 'object'
        ) then return false end

        matrixObj.matrix = getElementMatrix(ply)
        matrixObj.rotation = { getElementRotation(ply) }

        return matrixObj
    end
})
function MatrixPOP:getRotation()
    if not self then return false end
    return Vector3(self.rotation[1],self.rotation[2],self.rotation[3])
end
function MatrixPOP:getLeft()
    if not self then return false end
    local matrix = self.matrix[1]
    return Vector4(matrix[1], matrix[2], matrix[3], 1)
end
function MatrixPOP:getForward()
    if not self then return false end
    local matrix = self.matrix[2]
    return Vector4(matrix[1], matrix[2], matrix[3], 1)
end
function MatrixPOP:getUp()
    if not self then return false end
    local matrix = self.matrix[3]
    return Vector4(matrix[1], matrix[2], matrix[3], 1)
end
function MatrixPOP:getPosition()
    if not self then return false end
    local matrix = self.matrix[4]
    return Vector4(matrix[1], matrix[2], matrix[3], 1)
end
function MatrixPOP:__tostring()
    local matrix = self.matrix
    local m1 = matrix[1]
    local m2 = matrix[2]
    local m3 = matrix[3]
    local m4 = matrix[4]
    m1 = ('{ %s, %s, %s }'):format(m1[1],m1[2],m1[3])
    m2 = ('{ %s, %s, %s }'):format(m2[1],m2[2],m2[3])
    m3 = ('{ %s, %s, %s }'):format(m3[1],m3[2],m3[3])
    m4 = ('{ %s, %s, %s }'):format(m4[1],m4[2],m4[3])

    return ('MatrixPOP: {\n%s,\n%s,\n%s,\n%s\n}'):format(m1,m2,m3,m4)
end
collectgarbage('setpause',100)

Example

Transform player's matrix into MatrixPOP

Click to collapse [-]
Example
addEventHandler('onPlayerJoin',root,function()
    local matrix = MatrixPOP(source)
    local position = matrix:getPosition()
    outputChatBox(('Your coordinates are: %s, %s, %s'):format(position.x, position.y, position.z)
end)

See Also

  • Singleton » This class allows to restrict the instantiation of a specific class to one object.
  • CThread » This class represents a simple coroutine manager which can be used to limit method calls / loop.
  • Importer » This class make easy to use exported functions.
  • Observable » Observable variables. Call function on variable value change.
  • MatrixPOP » This class allows to use simple matrix without using MTA's OOP functions