screenToWorld: Difference between revisions

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{{Command
{{RV|type=command


| arma2
|game1= arma2
|version1= 1.00


|1.00
|game2= arma2oa
|version2= 1.50
 
|game3= tkoh
|version3= 1.00
 
|game4= arma3
|version4= 0.50


|gr1= Positions
|gr1= Positions


| Returns the position on landscape ([[PositionAGL]]) corresponding to the given point on screen (in UI coordinates).
|descr= Returns the position on landscape ([[Position#PositionAGL|PositionAGL]]) corresponding to the given point on screen (in UI coordinates).  
{{Feature|informative|
This command performs an intersection with the ground/water surface, from the camera position along the [[screenToWorldDirection]] vector up to {{hl|viewDistance}} for terrain intersection and {{hl|2 * viewDistance}} for water intersection. In other words, it is similar to doing:
<sqf>
private _p1 = AGLToASL positionCameraToWorld [0, 0, 0]; // camera position ASL
private _vector = screenToWorldDirection _screenPos; // "aim" vector
private _p2 = _p1 vectorAdd (_vector vectorMultiply viewDistance * 2); // the ray does not go beyond 2 * view distance
ASLToAGL terrainIntersectAtASL [_p1, _p2]
</sqf>
}}


| '''screenToWorld''' screen
|s1= [[screenToWorld]] screen


|p1= screen: [[Array]] - Screen position [x,y] (see [[SafeZone]] for more info)
|p1= screen: [[Array]] - screen position in format [x,y] (see [[SafeZone]] for more info)


|p2=
|r1= [[Array]] format [[Position#PositionAGL|PositionAGL]], world position on surface [x,y,0]


|p3=
|s2= camera [[screenToWorld]] position


| [[Array]] - [[PositionAGL]], world position on surface [x,y,0]
|s2since= arma3 2.18


|x1= <code>_wPos = [[screenToWorld]] [0.5,0.5];</code>
|p21= camera: [[Object]] - camera object


| [[SafeZone]], [[worldToScreen]]
|p22= position: [[Array]] - screen position [x,y] (see [[SafeZone]] for more info)


|
|r2= [[Array]] format [[Position#PositionAGL|PositionAGL]], world position on surface [x,y,0]
}}


|x1= <sqf>private _wPos = screenToWorld [0.5, 0.5];</sqf>


|x2= <sqf>private _wPos = _myCamera screenToWorld [0.5, 0.5]; // since {{arma3}} 2.18</sqf>


{{GameCategory|arma2|Scripting Commands}}
|seealso= [[SafeZone]] [[worldToScreen]] [[screenToWorldDirection]]
{{GameCategory|arma3|Scripting Commands}}
}}
{{GameCategory|tkoh|Scripting Commands}}
[[Category:Scripting Commands|{{uc:{{PAGENAME}}}}]]

Latest revision as of 20:54, 6 August 2024

Hover & click on the images for description

Description

Description:
Returns the position on landscape (PositionAGL) corresponding to the given point on screen (in UI coordinates).
This command performs an intersection with the ground/water surface, from the camera position along the screenToWorldDirection vector up to viewDistance for terrain intersection and 2 * viewDistance for water intersection. In other words, it is similar to doing:
private _p1 = AGLToASL positionCameraToWorld [0, 0, 0]; // camera position ASL private _vector = screenToWorldDirection _screenPos; // "aim" vector private _p2 = _p1 vectorAdd (_vector vectorMultiply viewDistance * 2); // the ray does not go beyond 2 * view distance ASLToAGL terrainIntersectAtASL [_p1, _p2]
Groups:
Positions

Syntax

Syntax:
screenToWorld screen
Parameters:
screen: Array - screen position in format [x,y] (see SafeZone for more info)
Return Value:
Array format PositionAGL, world position on surface [x,y,0]

Alternative Syntax

Syntax:
camera screenToWorld position
Parameters:
camera: Object - camera object
position: Array - screen position [x,y] (see SafeZone for more info)
Return Value:
Array format PositionAGL, world position on surface [x,y,0]

Examples

Example 1:
private _wPos = screenToWorld [0.5, 0.5];
Example 2:
private _wPos = _myCamera screenToWorld [0.5, 0.5]; // since Arma 3 2.18

Additional Information

See also:
SafeZone worldToScreen screenToWorldDirection

Notes

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