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API > API/Runtime > API/Runtime/Core > API/Runtime/Core/Math > API/Runtime/Core/Math/FMath
References
| Module | Core |
| Header | /Engine/Source/Runtime/Core/Public/Math/UnrealMathUtility.h |
| Include | #include "Math/UnrealMathUtility.h" |
| Source | /Engine/Source/Runtime/Core/Private/Math/UnrealMath.cpp |
static bool GetDotDistance
(
FVector2D & OutDotDist,
const FVector & Direction,
const FVector & AxisX,
const FVector & AxisY,
const FVector & AxisZ
)
Remarks
Calculates the dotted distance of vector 'Direction' to coordinate system O(AxisX,AxisY,AxisZ).
Orientation: (consider 'O' the first person view of the player, and 'Direction' a vector pointing to an enemy)
- positive azimuth means enemy is on the right of crosshair. (negative means left).
- positive elevation means enemy is on top of crosshair, negative means below.
@Note: 'Azimuth' (.X) sign is changed to represent left/right and not front/behind. front/behind is the funtion's return value. true if 'Direction' is facing AxisX (Direction dot AxisX >= 0.f)
Parameters
| Name | Description |
|---|---|
| OutDotDist | .X = 'Direction' dot AxisX relative to plane (AxisX,AxisZ). (== Cos(Azimuth)) .Y = 'Direction' dot AxisX relative to plane (AxisX,AxisY). (== Sin(Elevation)) |
| Direction | direction of target. |
| AxisX | X component of reference system. |
| AxisY | Y component of reference system. |
| AxisZ | Z component of reference system. |