modelToWorldVisual: Difference between revisions

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|descr= Converts position from object model space to world space in render time scope. For ASL version see [[modelToWorldVisualWorld]].
|descr= Converts position from object model space to world space in render time scope. For ASL version see [[modelToWorldVisualWorld]].
 
{{Feature|important|For [[setObjectScale|scaled objects]], the relative position will first be [[vectorMultiply|multiplied]] by the object scale.<br>
For example, if the object scale is 2, <sqf inline>_obj modelToWorldVisual [0,1,0]</sqf> will be offset '''2 meters''' from the model center (<sqf inline>[0,0,0]</sqf>).
}}
|s1= object [[modelToWorldVisual]]  modelPos
|s1= object [[modelToWorldVisual]]  modelPos


|p1= object: [[Object]]
|p1= object: [[Object]]


|p2= modelPos: [[Array]] - in format [[PositionRelative]] ([x,y,z] offset relative to the model centre)
|p2= modelPos: [[Array]] - in format [[Position#PositionRelative|PositionRelative]] ([x,y,z] offset relative to the model centre)


|r1= [[Array]] - world position in format [[PositionAGL]]
|r1= [[Array]] - world position in format [[Position#PositionAGL|PositionAGL]]


|x1= <code>_aboveAndBehindPlayer = [[player]] [[modelToWorldVisual]] [0,-1,3];</code>
|x1= <sqf>_aboveAndBehindPlayer = player modelToWorldVisual [0,-1,3];</sqf>


|seealso= [[modelToWorld]], [[vectorModelToWorldVisual]], [[getPosWorldVisual]], [[worldToModelVisual]], [[worldToModel]], [[selectionPosition]]
|seealso= [[modelToWorld]] [[vectorModelToWorldVisual]] [[getPosWorldVisual]] [[worldToModelVisual]] [[worldToModel]] [[selectionPosition]]
}}
}}

Latest revision as of 15:32, 27 July 2022

Hover & click on the images for description

Description

Description:
Converts position from object model space to world space in render time scope. For ASL version see modelToWorldVisualWorld.
For scaled objects, the relative position will first be multiplied by the object scale.
For example, if the object scale is 2, _obj modelToWorldVisual [0,1,0] will be offset 2 meters from the model center ([0,0,0]).
Groups:
Object ManipulationRender Time Scope

Syntax

Syntax:
object modelToWorldVisual modelPos
Parameters:
object: Object
modelPos: Array - in format PositionRelative ([x,y,z] offset relative to the model centre)
Return Value:
Array - world position in format PositionAGL

Examples

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

Additional Information

See also:
modelToWorld vectorModelToWorldVisual getPosWorldVisual worldToModelVisual worldToModel selectionPosition

Notes

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