XlegoX
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| Joined: 16 Jun 2008 |
| Total Posts: 14955 |
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| 15 Dec 2009 09:15 PM |
tuple CFrame::components(void) ----------- Returns the individual numbers in the matris that makes up a CFrame EG: tb = {CFrame.new(3, 4, 5):components()} for i = 1, 12 do print(i, "=", tb[i]) end
Vector3 Ray::ClosestPoint(Vector3) ------------ Returns the closest point on the ray to point specified EG: ray = Ray.new(Vector3.new(0,0,0),Vector3.new(0, 1, 0)) point = Vector3.new(20, 5, 10) print(ray:ClosestPoint(point)) --> 0, 5, 0
number Ray::Distance(Vector3) ----------- Returns the closest distance from a point to a ray
Vector3 Vector3.FromNormalId( ? ) ----------- constructs a vector3 representing a certain face
CFrame CFrame.Angles(number, number, number) --------- Same as CFrame.fromEulerAnglesXYZ but a far less verbose timesaver
tuple CFrame::toEulerAnglesXYZ() -------- returns a "best guess" of eulerangles that could have been used to construct the CFrame EG: x, y, x = CFrame.new().toEulerAnglesXYZ() print(x, y, z) |
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| 15 Dec 2009 09:20 PM |
explain FromNormalId() more please Angles will help me alot,i ALWAYS misspell it >.> |
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XlegoX
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| Joined: 16 Jun 2008 |
| Total Posts: 14955 |
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| 15 Dec 2009 09:29 PM |
See the '?'
That's because I can't get it to work =P |
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| 15 Dec 2009 09:29 PM |
@xLEGOx:
So... how do you find this stuff? Since __index isn't a table... |
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| 15 Dec 2009 09:31 PM |
| H4XXXing the roblox uploader file? |
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gaius19
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| Joined: 03 Aug 2009 |
| Total Posts: 3159 |
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| 15 Dec 2009 09:38 PM |
Vector3.FromNormalId(Enum.NormalId.Front) Vector3.FromNormalId(Enum.NormalId.Back) Vector3.FromNormalId(Enum.NormalId.Left) Vector3.FromNormalId(Enum.NormalId.Right) Vector3.FromNormalId(Enum.NormalId.Top) Vector3.FromNormalId(Enum.NormalId.Bottom) |
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Anaminus
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| Joined: 29 Nov 2006 |
| Total Posts: 5945 |
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| 15 Dec 2009 09:40 PM |
Use a NormalId enum with FromNormalId. It returns a Vector3 of the corresponding face.
Vector3.FromNormalId(Enum.NormalId.Top) --> 0, 1, 0
Edit: Haha, late as usual. |
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| 15 Dec 2009 09:46 PM |
oh,thanks for rubbing the Edit: power in our faces >:[
so this would make Pathfinding easyer? |
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GoldenUrg
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| Joined: 23 Aug 2009 |
| Total Posts: 6428 |
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| 15 Dec 2009 10:22 PM |
Can you put these on the wiki instead of just in a forum post? And while you're at it add the "oldish" missing ones too?
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tuquan
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| Joined: 14 Jun 2008 |
| Total Posts: 9458 |
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| 15 Dec 2009 11:28 PM |
| So did you test this or what? |
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Bonecuss
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| Joined: 15 Feb 2008 |
| Total Posts: 6979 |
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| 16 Dec 2009 09:58 AM |
| ! The faces thing will help me a lot, I gotta remember that. |
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spiff678
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| Joined: 02 Mar 2007 |
| Total Posts: 172 |
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| 16 Dec 2009 01:56 PM |
| Nice. When did thi stuff come out? Today? |
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| 16 Dec 2009 02:27 PM |
| Ana, does it return the direction the face is looking, or the position of where the face is o.O? |
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gombob
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| Joined: 01 May 2008 |
| Total Posts: 5215 |
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| 16 Dec 2009 03:05 PM |
| It's just always the same... |
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| 16 Dec 2009 03:27 PM |
| I dont see a point in the FromNormalId... It just returns 1 in a direction corresponding with the Id you chose... |
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| 16 Dec 2009 03:40 PM |
| It's so you don't have to do it yourself when using the Handles object or something similar. All I know is I remember I had to make my own function for it. |
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| 16 Dec 2009 04:31 PM |
| Uhmm... xLEGOx practically ignores me now... -__- |
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billiland
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| Joined: 11 Nov 2008 |
| Total Posts: 4018 |
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| 16 Dec 2009 04:38 PM |
| He doen't ignore you. He just doesn't have an responce worth saying most likly. |
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| 16 Dec 2009 04:40 PM |
:O The faces this should fix my planetary gravity design! :D |
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| 16 Dec 2009 04:44 PM |
| WELL THERE HAS TO BE A WAY TO GET THEM!!! |
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| 16 Dec 2009 04:45 PM |
Sorry, that was at bill and or xLeg, not you Blue.
:3 |
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Camoy
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| Joined: 21 May 2009 |
| Total Posts: 6207 |
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| 16 Dec 2009 04:45 PM |
| I find out about fromNormalID after I've spent weeks working on ways to use lookVector to do it... Great... |
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| 16 Dec 2009 04:47 PM |
| I forgot how to set rays... Is it two points or point and direction? |
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| 16 Dec 2009 04:58 PM |
@mtlmario64 A point and a vector. But there's really no point to using a ray right now. =/ |
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| 16 Dec 2009 05:33 PM |
Ray.new(v1, v2).Direction Ray.new(v1, v2).Origin |
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