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	<id>https://cmm.ozdeadmeat.com/index.php?action=history&amp;feed=atom&amp;title=RelativePositionZ</id>
	<title>RelativePositionZ - Revision history</title>
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	<updated>2026-06-04T14:15:39Z</updated>
	<subtitle>Revision history for this page on the wiki</subtitle>
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	<entry>
		<id>https://cmm.ozdeadmeat.com/index.php?title=RelativePositionZ&amp;diff=5976&amp;oldid=prev</id>
		<title>Ozdeadmeat: RelativePositionZ – created via PowerShell script (2025-11-11T21:12:36Z)</title>
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		<updated>2025-11-11T10:12:37Z</updated>

		<summary type="html">&lt;p&gt;RelativePositionZ – created via PowerShell script (2025-11-11T21:12:36Z)&lt;/p&gt;
&lt;p&gt;&lt;b&gt;New page&lt;/b&gt;&lt;/p&gt;&lt;div&gt;{{Template:FunctionInfo|fName=          RelativePositionZ|fDescription=   Calculates a new 3D position by offsetting a given vector using a bearing and distance, with optional output format control. If the input is a vec3 and OutputOpposite is false, it returns a vec3 with adjusted x and z coordinates and y derived from terrain height. If OutputOpposite is true, it returns a vec2 or vec3 based on input type, adjusting accordingly and fetching terrain height when needed.|parentFile=     cmm.positionFunctions.lua|syntax=         CMM.RelativePositionZ(vec &amp;lt;TBL&amp;gt;, bearing &amp;lt;number&amp;gt;, distance &amp;lt;number&amp;gt;, OutputOpposite &amp;lt;boolean&amp;gt;)|return=         table|returnDesc=     A vec3 or vec2 table representing the new position after applying the offset based on bearing and distance, with y derived from terrain height if required.|example=        CMM.RelativePositionZ({x=100, y=50, z=10}, 45, 100, false)|exampleDesc=    Returns a vec3 with adjusted x and z coordinates and y derived from terrain height at the new position, offset 100 meters at a 45-degree bearing from the origin.|related=        |note=           |envType= CMM|par1=         table vec|reqType1=     table|reqName1=     vec|desc1=       A vec3 or vec2 table containing x, y, and optionally z components representing the base position to offset.|par2=         number bearing|reqType2=     number|reqName2=     bearing|desc2=       Direction in degrees from north, used to determine the angle of offset (0° is north, 90° is east, etc.).|par3=         number distance|reqType3=     number|reqName3=     distance|desc3=       Distance in meters to move from the base position along the specified bearing.|par4=         boolean OutputOpposite|reqType4=     boolean|reqName4=     OutputOpposite|desc4=       If true, returns a vec2 when input is a vec3 or a vec3 when input is a vec2; if false, returns a vec3 with y derived from terrain height when applicable (defaults to false).}}&lt;/div&gt;</summary>
		<author><name>Ozdeadmeat</name></author>
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