modelToWorld: Difference between revisions

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[[Category:Scripting Commands|MODELTOWORLD]]
{{Command|Comments=
[[Category:Scripting Commands ArmA|MODELTOWORLD]]
{{Command|= Comments
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| arma |= Game name
| arma |Game name=


|1.00|= Game version
|1.00|Game version=
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| Translates relative position from object model space into world position. This command will take into account [[vectorUp]] of the object when calculating relative coordinates. For ASL version see [[modelToWorldWorld]]|= Description
| Translates relative position from object model space into world position.<br />
This command will take into account [[vectorUp]] of the object when calculating relative coordinates.
For ASL version see [[modelToWorldWorld]] |Description=
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| model '''modelToWorld''' position|= Syntax
| model [[modelToWorld]] position |Syntax=


|p1= model: [[Object]] |= Parameter 1
|p1= model: [[Object]] |Parameter 1=


|p2= position: [[Array]] - [x,y,z] offset relative to the model centre, format [[PositionRelative]]|= Parameter 2
|p2= position: [[Position]] - [x,y,z] offset relative to the model centre, format [[PositionRelative]] |Parameter 2=


| [[Array]] - translated world position, format [[PositionAGL]] |= Return value
| [[Array]] - translated world position, format [[PositionAGL]] |Return value=
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|x1= <code>_aboveAndBehindPlayer = [[player]] [[modelToWorld]] [0,-1,3];</code>
|x1= <code>_aboveAndBehindPlayer = [[player]] [[modelToWorld]] [0,-1,3];</code> |Example 1=
 
| [[modelToWorldVisual]], [[worldToModel]], [[selectionPosition]]  |= See also


| [[modelToWorldVisual]], [[worldToModel]], [[modelToWorldWorld]], [[selectionPosition]]  |See also=
}}
}}


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<dd class="notedate">Posted on 16 Feb, 2007
<dd class="notedate">Posted on 16 Feb, 2007
<dt class="note">'''[[User:Dr_Eyeball|Dr_Eyeball]]'''<dd class="note">
<dt class="note">[[User:Dr_Eyeball|Dr_Eyeball]]
The ''worldPos'' parameter appears to be a relative offset to the position of ''object'', so it can often simply be [0,0,0].<BR>
<dd class="note">The ''worldPos'' parameter appears to be a relative offset to the position of ''object'', so it can often simply be [0,0,0].<BR>
'''Example:''' to position an object ''_obj'' relative to the position of another object ''_RelObj'' with on offset of ''_Offset'', try:
'''Example:''' to position an object ''_obj'' relative to the position of another object ''_relObj'' with on offset of ''_offset'', try:
_Offset = [_x,_y,_z];
<code>_offset = [_x,_y,_z];
_worldPos = _RelObj modelToWorld _Offset;
_worldPos = _relObj modelToWorld _offset;
_obj setPos _worldPos;
_obj setPos _worldPos;</code>




<dd class="notedate">Posted on 16 Feb, 2007
<dd class="notedate">Posted on 16 Feb, 2007
<dt class="note">'''[[User:Manny|Manny]]'''<dd class="note">
<dt class="note">[[User:Manny|Manny]]
The object model space has got its Z-Axis along the object's [[vectorUp]], its Y-Axis along the object's [[vectorDir]], while its X-Axis goes along [http://en.wikipedia.org/wiki/Cross_product vectorDir x VectorUp] (meaning as the X-Axis in a [http://en.wikipedia.org/wiki/Cartesian_coordinate_system#In_three_dimensions right-handed cartesian coordiante system]).
<dd class="note">The object model space has got its Z-Axis along the object's [[vectorUp]],
its Y-Axis along the object's [[vectorDir]],
while its X-Axis goes along [http://en.wikipedia.org/wiki/Cross_product vectorDir x VectorUp] (meaning as the X-Axis in a [http://en.wikipedia.org/wiki/Cartesian_coordinate_system#In_three_dimensions right-handed cartesian coordiante system]).




<dd class="notedate">Posted on 8 May, 2008
<dd class="notedate">Posted on 8 May, 2008
<dt class="note">'''[[User:Dr_Eyeball|Dr_Eyeball]]'''<dd class="note">
<dt class="note">[[User:Dr_Eyeball|Dr_Eyeball]]
If your object requires a new direction, ensure you call [[setDir]] ''prior'' to [[setPos]] when using [[modelToWorld]]. Calling setDir afterwards will skew its position otherwise.
<dd class="note">If your object requires a new direction, ensure you call [[setDir]] ''prior'' to [[setPos]] when using [[modelToWorld]].
_ladder setDir _angle;
Calling setDir afterwards will skew its position otherwise.
  _ladder setPos (_building modelToWorld [_x, _y, _z]);
<code>_ladder setDir _angle;
  _ladder setPos (_building modelToWorld [_x, _y, _z]);</code>




<dd class="notedate">Posted on 6 Feb, 2011
<dd class="notedate">Posted on 6 Feb, 2011
<dt class="note">'''[[User:Hduregger|Hduregger]]'''<dd class="note">
<dt class="note">[[User:Hduregger|Hduregger]]
The z height returned changes dynamically with the height of waves beneath the object, if the object is located over sea. The z height returned by [[getPosATL]] and [[getPosASL]] does not change like this. This was tested by continuously retrieving the position of a static object, like the cross in the empty/corpses category, placed over sea or land.
<dd class="note">The z height returned changes dynamically with the height of waves beneath the object, if the object is located over sea.
[[modelToWorld ]] behaves similar to
The z height returned by [[getPosATL]] and [[getPosASL]] does not change like this.
getPos _obj
This was tested by continuously retrieving the position of a static object, like the cross in the empty/corpses category, placed over sea or land.
but it does not give the same result, therefore
[[modelToWorld]] behaves similar to [[getPos]] but it does not give the same result, therefore
(_obj modelToWorld [0.0, 0.0, 0.0]) is not the same as (getPos _obj).
<code>_obj modelToWorld [0.0, 0.0, 0.0]</code>
 
is '''not''' the same as <code>getPos _obj</code>.


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[[Category:Scripting Commands|{{uc:{{PAGENAME}}}}]]
[[Category:Scripting Commands ArmA|{{uc:{{PAGENAME}}}}]]
[[Category:Scripting Commands ArmA2|{{uc:{{PAGENAME}}}}]]
[[Category:Scripting Commands ArmA2|{{uc:{{PAGENAME}}}}]]
[[Category:Scripting Commands Arma 3|{{uc:{{PAGENAME}}}}]]
[[Category:Scripting Commands Arma 3|{{uc:{{PAGENAME}}}}]]
[[Category:Scripting_Commands_Take_On_Helicopters|{{uc:{{PAGENAME}}}}]]
[[Category:Scripting_Commands_Take_On_Helicopters|{{uc:{{PAGENAME}}}}]]

Revision as of 00:01, 21 August 2018

-wrong parameter ("Arma") defined!-1.00
Hover & click on the images for description

Description

Description:
Translates relative position from object model space into world position.
This command will take into account vectorUp of the object when calculating relative coordinates. For ASL version see modelToWorldWorld
Groups:
Uncategorised

Syntax

Syntax:
model modelToWorld position
Parameters:
model: Object
position: Position - [x,y,z] offset relative to the model centre, format PositionRelative
Return Value:
Array - translated world position, format PositionAGL

Examples

Example 1:
_aboveAndBehindPlayer = player modelToWorld [0,-1,3];

Additional Information

See also:
modelToWorldVisualworldToModelmodelToWorldWorldselectionPosition

Notes

Report bugs on the Feedback Tracker and/or discuss them on the Arma Discord or on the Forums.
Only post proven facts here! Add Note

Notes

Posted on 16 Feb, 2007
Dr_Eyeball
The worldPos parameter appears to be a relative offset to the position of object, so it can often simply be [0,0,0].
Example: to position an object _obj relative to the position of another object _relObj with on offset of _offset, try: _offset = [_x,_y,_z]; _worldPos = _relObj modelToWorld _offset; _obj setPos _worldPos;
Posted on 16 Feb, 2007
Manny
The object model space has got its Z-Axis along the object's vectorUp, its Y-Axis along the object's vectorDir, while its X-Axis goes along vectorDir x VectorUp (meaning as the X-Axis in a right-handed cartesian coordiante system).
Posted on 8 May, 2008
Dr_Eyeball
If your object requires a new direction, ensure you call setDir prior to setPos when using modelToWorld. Calling setDir afterwards will skew its position otherwise. _ladder setDir _angle; _ladder setPos (_building modelToWorld [_x, _y, _z]);
Posted on 6 Feb, 2011
Hduregger
The z height returned changes dynamically with the height of waves beneath the object, if the object is located over sea. The z height returned by getPosATL and getPosASL does not change like this. This was tested by continuously retrieving the position of a static object, like the cross in the empty/corpses category, placed over sea or land. modelToWorld behaves similar to getPos but it does not give the same result, therefore _obj modelToWorld [0.0, 0.0, 0.0] is not the same as getPos _obj.

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