SetElementRotation: Difference between revisions
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__NOTOC__ | __NOTOC__ | ||
Sets the rotation of elements according to the world (does not work with players that are on the ground). | Sets the rotation of elements according to the world (does not work with players that are on the ground). | ||
{{Tip|New scripts should set '''conformPedRotation''' to ''true'' when using this function on [[Ped|peds]]. This will prevent quirky old behaviour.}} | |||
''' | {{Note|This function does not work on [[Element/Collision_shape|colshape]].}} | ||
{{Note|This function does not work on [[createElement|dummy element]].}} | |||
==Syntax== | ==Syntax== | ||
<syntaxhighlight lang="lua"> | <syntaxhighlight lang="lua"> | ||
bool setElementRotation ( element theElement, float rotX, float rotY, float rotZ [, string rotOrder]) | bool setElementRotation ( element theElement, float rotX, float rotY, float rotZ [, string rotOrder = "default", bool conformPedRotation = false ] ) | ||
</syntaxhighlight> | </syntaxhighlight> | ||
{{OOP||[[element]]:setRotation|rotation|getElementRotation}} | |||
===Required Arguments=== | ===Required Arguments=== | ||
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===Optional Arguments=== | ===Optional Arguments=== | ||
{{New feature|3|1.1| | {{New feature|3.0110|1.1| | ||
*'''rotOrder:''' A string representing the rotation order desired when interpreting the provided [http://en.wikipedia.org/wiki/Euler_angles euler angles]. If omitted, default value is ''"default"''. Allowed values are: | *'''rotOrder:''' A string representing the rotation order desired when interpreting the provided [http://en.wikipedia.org/wiki/Euler_angles euler angles]. If omitted, default value is ''"default"''. Allowed values are: | ||
**''"default":'' default MTA behavior prior to 1.1, where rotation order depends on element type | **''"default":'' default MTA behavior prior to 1.1, where rotation order depends on element type | ||
**''"ZXY: | **''"ZXY":'' rotation about the Z axis (''up''), then about the resulting X axis (''right''), and finally about the resulting Y axis (''front''). This is the default rotation order for [[object|objects]] | ||
**''"ZYX: | **''"ZYX":'' rotation about the Z axis (''up''), then about the resulting Y axis (''front''), and finally about the resulting X axis (''right''). This is the default rotation order for [[vehicle|vehicles]] | ||
The default rotation order for peds/players is -Z-Y-X but this rotation order (set using ''"default"'' on peds) can not be set manually on other element types since it only exists due to historical and backward compatibility reasons. | |||
Specifying a rotation order other than ''"default"'' allows the same angles to be uniformly used on several elements without having to consider their type. | |||
}} | }} | ||
{{New feature/item|3.0152|1.3.2|4680| | |||
*'''conformPedRotation:''' ''Relevant only for peds and will be ignored for other element types.'' A bool which should be set to ''true'' to ensure the ped rotation is correctly set in all circumstances. Failing to set this argument may result in the ped rotation being inverted whilst it is in the air and other inconsistencies. The default value of false is for backward compatibility with scripts which may depend upon the incorrect behaviour. | |||
}} | |||
===Returns=== | ===Returns=== | ||
Returns ''true'' if the element rotation was successfully set and ''false'' otherwise. | Returns ''true'' if the element rotation was successfully set and ''false'' otherwise. | ||
==Example== | ==Example== | ||
How to correctly set the rotation for a ped: | |||
<section name="Client" class="client" show="true"> | |||
<syntaxhighlight lang="lua"> | |||
function pedRotate ( ) | |||
local rotX, rotY, rotZ = getElementRotation(localPlayer) -- get the local players's rotation | |||
setElementRotation(localPlayer,0,0,rotZ+10,"default",true) -- turn the player 10 degrees clockwise | |||
end | |||
addCommandHandler ( "turn", pedRotate ) | |||
</syntaxhighlight> | |||
</section> | |||
When a player used the command "turn" and they are the driver of a vehicle the vehicle will rotate 10 degrees clockwise | When a player used the command "turn" and they are the driver of a vehicle the vehicle will rotate 10 degrees clockwise | ||
<section name="Client" class="client" show="true"> | <section name="Client" class="client" show="true"> | ||
<syntaxhighlight lang="lua"> | <syntaxhighlight lang="lua"> | ||
function carRotate( ) | function carRotate( ) | ||
if isPedInVehicle(localPlayer) then -- if the local client is in a vehicle | if isPedInVehicle(localPlayer) then -- if the local client is in a vehicle | ||
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</syntaxhighlight> | </syntaxhighlight> | ||
</section> | </section> | ||
==Changelog== | |||
{{ChangelogHeader}} | |||
{{ChangelogItem|1.3.1-9.04680|Added conformPedRotation argument}} | |||
==See Also== | ==See Also== | ||
{{Client_element_functions}} | {{Client_element_functions}} |
Latest revision as of 02:26, 3 March 2023
Sets the rotation of elements according to the world (does not work with players that are on the ground).
Tip: New scripts should set conformPedRotation to true when using this function on peds. This will prevent quirky old behaviour. |
Syntax
bool setElementRotation ( element theElement, float rotX, float rotY, float rotZ [, string rotOrder = "default", bool conformPedRotation = false ] )
OOP Syntax Help! I don't understand this!
- Method: element:setRotation(...)
- Variable: .rotation
- Counterpart: getElementRotation
Required Arguments
- theElement: The element whose rotation will be set
- rotX: The element's rotation around the x axis in degrees
- rotY: The element's rotation around the y axis in degrees
- rotZ: The element's rotation around the z axis in degrees
Optional Arguments
- rotOrder: A string representing the rotation order desired when interpreting the provided euler angles. If omitted, default value is "default". Allowed values are:
- "default": default MTA behavior prior to 1.1, where rotation order depends on element type
- "ZXY": rotation about the Z axis (up), then about the resulting X axis (right), and finally about the resulting Y axis (front). This is the default rotation order for objects
- "ZYX": rotation about the Z axis (up), then about the resulting Y axis (front), and finally about the resulting X axis (right). This is the default rotation order for vehicles
The default rotation order for peds/players is -Z-Y-X but this rotation order (set using "default" on peds) can not be set manually on other element types since it only exists due to historical and backward compatibility reasons. Specifying a rotation order other than "default" allows the same angles to be uniformly used on several elements without having to consider their type.
- conformPedRotation: Relevant only for peds and will be ignored for other element types. A bool which should be set to true to ensure the ped rotation is correctly set in all circumstances. Failing to set this argument may result in the ped rotation being inverted whilst it is in the air and other inconsistencies. The default value of false is for backward compatibility with scripts which may depend upon the incorrect behaviour.
Returns
Returns true if the element rotation was successfully set and false otherwise.
Example
How to correctly set the rotation for a ped:
function pedRotate ( ) local rotX, rotY, rotZ = getElementRotation(localPlayer) -- get the local players's rotation setElementRotation(localPlayer,0,0,rotZ+10,"default",true) -- turn the player 10 degrees clockwise end addCommandHandler ( "turn", pedRotate )
When a player used the command "turn" and they are the driver of a vehicle the vehicle will rotate 10 degrees clockwise
function carRotate( ) if isPedInVehicle(localPlayer) then -- if the local client is in a vehicle localVehicle = getPedOccupiedVehicle(localPlayer) if getVehicleController(localVehicle) == localPlayer then -- if the local client is the controller (driver) of the vehicle local rotX, rotY, rotZ = getElementRotation(localVehicle) -- get the local client's vehicle rotation setElementRotation(localVehicle,rotX,rotY,rotZ+10) -- turn the vehicle 10 degrees clockwise end end end addCommandHandler ( "turn", carRotate )
Changelog
Version | Description |
---|
1.3.1-9.04680 | Added conformPedRotation 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