positionCameraToWorld: Difference between revisions
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Lou Montana (talk | contribs) m (Text replacement - "<dd class="note">([^}]*)<code>([^<]*)<\/code>" to "<dd class="note">$1<sqf>$2</sqf>") |
Lou Montana (talk | contribs) m (Some wiki formatting) |
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|x2= Example demonstrating reversed y and z: | |x2= Example demonstrating reversed y and z: | ||
< | <sqf> | ||
player setDir 0; // assuming player is looking forward | |||
hint str [positionCameraToWorld [0,0,0], positionCameraToWorld [0,0,1]]; | hint str [positionCameraToWorld [0,0,0], positionCameraToWorld [0,0,1]]; | ||
/ | /* | ||
</ | [ | ||
[2481.35, 5671.21, 1.51395], | |||
[2481.35, 5672.21, 1.46955] | |||
] | |||
*/ | |||
</sqf> | |||
|seealso= [[modelToWorld]] [[modelToWorldVisual]] [[getCameraViewDirection]] [[weaponDirection]] [[eyeDirection]] [[vectorDir]] [[vectorDirVisual]] | |seealso= [[modelToWorld]] [[modelToWorldVisual]] [[getCameraViewDirection]] [[weaponDirection]] [[eyeDirection]] [[vectorDir]] [[vectorDirVisual]] | ||
}} | }} | ||
< | {{Note | ||
|user= Kronzky | |||
|timestamp= 20081017112500 | |||
|text= By measuring the distance between the camera and the player one can determine whether 1st-person or 3rd-person view is being used: | |||
<sqf>if ((positionCameraToWorld [0,0,0] distance player)>2) then { hint "3rd person" } else { hint "1st person" };</sqf> | |||
}} | |||
{{Note | |||
|user= Worldeater | |||
|timestamp= 20101017224500 | |||
|text= The camera coordinate system is different from the model coordinate system: when [[modelToWorld]] uses [x, y, z] then positionCameraToWorld uses [x, z, y]. So for a steady camera the following is true: | |||
The camera coordinate system is different from the model coordinate system: when [[modelToWorld]] uses [x, y, z] then positionCameraToWorld uses [x, z, y]. So for a steady camera the following is true: | |||
<sqf>positionCameraToWorld [5,10,15] == _camera modelToWorld [5,15,10];</sqf> | <sqf>positionCameraToWorld [5,10,15] == _camera modelToWorld [5,15,10];</sqf> | ||
}} | |||
Revision as of 19:50, 13 May 2022
Description
- Description:
- Transforms position from camera coordinate space to world coordinate space. Camera axes are relative to camera orientation. x axis goes from left of the camera to right of the camera, z axis goes from underneath the camera to above the camera and y axis goes from back of the camera to where the camera is looking.
- Groups:
- Camera ControlPositions
Syntax
- Syntax:
- positionCameraToWorld cameraPos
- Parameters:
- cameraPos: PositionRelative - Relative camera position, format [x, z, y]
- Return Value:
- Array - Camera world position, format PositionAGL
Examples
- Example 1:
- Example 2:
- Example demonstrating reversed y and z:
Additional Information
- See also:
- modelToWorld modelToWorldVisual getCameraViewDirection weaponDirection eyeDirection vectorDir vectorDirVisual
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
- Posted on Oct 17, 2008 - 11:25 (UTC)
- By measuring the distance between the camera and the player one can determine whether 1st-person or 3rd-person view is being used:
- Posted on Oct 17, 2010 - 22:45 (UTC)
-
The camera coordinate system is different from the model coordinate system: when modelToWorld uses [x, y, z] then positionCameraToWorld uses [x, z, y]. So for a steady camera the following is true:
Categories:
- Scripting Commands
- Introduced with Armed Assault version 1.00
- ArmA: Armed Assault: New Scripting Commands
- ArmA: Armed Assault: Scripting Commands
- Arma 2: Scripting Commands
- Arma 2: Operation Arrowhead: Scripting Commands
- Take On Helicopters: Scripting Commands
- Arma 3: Scripting Commands
- Command Group: Camera Control
- Command Group: Positions