How to convert the previous channel operator value. Note that the
number of previous channel operators that are taken into account may
differs depending on the Operator value.
Available values are:
Vector X Component: takes a Vector3 previous channel operator, and
returns the X component as a float
Vector Y Component: takes a Vector3 previous channel operator, and
returns the Y component as a float
Vector Z Component: takes a Vector3 previous channel operator, and
returns the Z component as a float
XYZ Components to Vector: takes 3 float previous channel operators,
and combine them in a Vector3
World Angle To World Direction: takes an angle (float) in the world
coordinate system and returns a Vector3 containing the direction it
represents
Body Angle to World Direction: takes an angle (float) relative to
the entity body orientation and returns a Vector3 containing the
direction it represents
Move Angle to World Direction: takes an angle (float) relative to
the entity moving direction and returns a Vector3 containing the
direction it represents
World Direction to World Angle: takes a Vector3 representing a world
direction, and returns the angle it's pointing to (between -180 and 180
degrees)
World Direction to Body Angle: takes a Vector3 representing a world
direction, and returns its modulo angle (angle between -180 and 180
degrees) with the entity body orientation
World Direction to Move Angle: takes a Vector3 representing a world
direction, and returns its modulo angle (angle between -180 and 180
degrees) with the entity moving direction
World Direction to Move Direction: takes a Vector3 representing a
world direction, and returns a Vector3 in the Entity coordinate
system
Move Direction to World Direction: takes a Vector3 representing a
direction in the Entity coordinate system and returns a Vector3 in the
world direction
World Direction to Body Direction: takes a Vector3 representing a
world direction, and returns a Vector3 in the Entity coordinate
system
Body Direction to World Direction: takes a Vector3 representing a
direction in the Entity coordinate system and returns a Vector3 in the
world direction
World Direction is a Vector3 representing a direction in world
coordinates in the environment.
World Angle is the angle it forms with the world X axis, Body Angle the
angle it forms with the entity front axis, and Move Angle the angle it
forms with the entity moving direction (speed)