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entity - entity handle target - target entity handle roll# (optional) - roll angle of entity; 0 (default) |
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Points one entity at another. The entity is rotated so that its z axis (its 'forward' direction) faces the target entity. Pointing only sets the pitch and yaw angles; the optional roll parameter lets you set the roll as well. This is the quick way to aim things: turrets tracking the player, homing missiles, a camera locked onto the action, an enemy turning to face its victim. Point once for a snap turn; for a smooth turn, read the angles the entity would need (using DeltaPitch/DeltaYaw) and turn a little each frame instead. If you want an entity to point at a position rather than at another entity, create a pivot at the desired position, point the entity at the pivot, then free the pivot. See also: AlignToVector, RotateEntity, DeltaPitch, DeltaYaw, CreatePivot. |
; PointEntity Example
; -------------------
Graphics3D 640,480,0,2
SetBuffer BackBuffer()
camera=CreateCamera()
PositionEntity camera,0,2,-10
light=CreateLight()
RotateEntity light,45,45,0
; A turret barrel (long in z, the "forward" axis that PointEntity aims)
barrel=CreateCube()
ScaleMesh barrel,0.2,0.2,1
EntityColor barrel,255,255,0
; A drone that flies loops around the turret
drone=CreateSphere(8)
ScaleEntity drone,0.4,0.4,0.4
EntityColor drone,0,255,0
angle#=0
While Not KeyDown(1)
; Fly the drone in a weaving circle
angle=angle+1
PositionEntity drone,Cos(angle)*4,Sin(angle*3),Sin(angle)*4
; Keep the turret barrel aimed at the drone
PointEntity barrel,drone
; Arrow keys move the camera
If KeyDown(200) Then MoveEntity camera,0,0,0.1
If KeyDown(208) Then MoveEntity camera,0,0,-0.1
If KeyDown(203) Then TurnEntity camera,0,1,0
If KeyDown(205) Then TurnEntity camera,0,-1,0
RenderWorld
Text 0,0,"Arrow keys: move camera Esc: exit"
Text 0,20,"PointEntity barrel,drone keeps the barrel aimed at the moving drone"
Flip
Wend
End