Returns entity yaw rotation in degrees (Y-axis rotation, 0.0 if invalid).
Takes entity (entity handle).
Returns yaw angle as Double (entity.rotation.y in degrees, 0.0 if entity doesn't exist).
3D Graphics
Parameters & Returns
Parameters
entityInt
Returns
Double
Quick Summary
Returns entity yaw rotation in degrees (Y-axis rotation, 0.0 if invalid).
Takes entity (entity handle).
Returns yaw angle as Double (entity.rotation.y in degrees, 0.0 if entity doesn't exist).
Technical Exegesis...
Returns entity yaw rotation in degrees (Y-axis rotation, 0.0 if invalid). Takes entity (entity handle). Returns yaw angle as Double (entity.rotation.y in degrees, 0.0 if entity doesn't exist). Validates entity exists, returns rotation.y directly (yaw component of Euler angles), returns 0.0 if invalid handle. Query function for entity left/right rotation.
This function retrieves entity yaw angle.
Returns entity yaw rotation in degrees (Y-axis rotation, 0.0 if invalid). Takes entity (entity handle). Returns yaw angle as Double (entity.rotation.y in degrees, 0.0 if entity doesn't exist). Validates entity exists, returns rotation.y directly (yaw component of Euler angles), returns 0.0 if invalid handle. Query function for entity left/right rotation.
This function retrieves entity yaw angle. Yaw definition: rotation around Y-axis (turn left/right), positive yaw = turning right (clockwise from above), negative yaw = turning left (counterclockwise from above), measured in degrees. Return value: returns entity.rotation.y (stored as degrees, not radians), float converted to double, 0.0 if entity handle invalid. Euler angles: yaw is Y component of pitch/yaw/roll rotation (entity.rotation = XMFLOAT3(pitch, yaw, roll)), combined with pitch/roll to form complete orientation. Use cases: (1) Heading queries (get current facing direction for navigation, aiming), (2) AI behavior (check entity facing for sight cones, pursuit), (3) Camera control (query camera pan angle), (4) Compass/minimap (display entity heading), (5) Constraints (wrap yaw to 0-360 range for display). Common pattern: yaw = b3dEntityYaw(entity), heading = yaw mod 360, or angleDiff = b3dEntityYaw(target) - b3dEntityYaw(entity) for relative angle. Typical usage: query yaw for facing direction, use for pathfinding/AI, check yaw for turning animations. Angle accumulation: yaw may exceed 360 degrees or be negative (accumulated from b3dTurnEntity calls, no automatic wrapping), normalized during matrix calculation but stored value may be large/negative. Compass conversion: wrap yaw to 0-360: compassYaw = yaw mod 360, if compassYaw < 0: compassYaw += 360. Position vs rotation: yaw doesn't affect position (pure rotation, entity stays in place when yaw changes), use b3dEntityX/Y/Z for position queries. Invalid handle: returns 0.0 for non-existent entities (silent fail), 0.0 is valid yaw (facing default direction, typically forward along +Z), check entity validity separately. Performance: O(1) lookup (hash map find, field access, very fast). Related: b3dEntityPitch returns pitch (X-axis rotation), b3dEntityRoll returns roll (Z-axis rotation), b3dRotateEntity sets absolute rotation, b3dTurnEntity applies relative rotation.