getCameraViewDirection – Talk

From Bohemia Interactive Community
Jump to navigation Jump to search
m (Use <sqf>)
m (Text replacement - "Killzone Kid" to "Killzone_Kid")
 
(One intermediate revision by the same user not shown)
Line 14: Line 14:
_endV = (_beg vectorAdd (getCameraViewDirection bob vectorMultiply 2));
_endV = (_beg vectorAdd (getCameraViewDirection bob vectorMultiply 2));
obj3 setPosASL _endV;
obj3 setPosASL _endV;
hintSilent (str worldToScreen (asltoagl _endV));
hintSilent (str worldToScreen (ASLToAGL _endV));
};
};
</sqf>
</sqf>
Line 27: Line 27:
onEachFrame
onEachFrame
{
{
_beg = AGLtoASL positionCameraToWorld [0,0,0];
_beg = AGLToASL positionCameraToWorld [0,0,0];
_endE = (_beg vectorAdd (eyeDirection bob vectorMultiply 2));
_endE = (_beg vectorAdd (eyeDirection bob vectorMultiply 2));
obj1 setPosASL _endE;
obj1 setPosASL _endE;
Line 34: Line 34:
_endV = (_beg vectorAdd (getCameraViewDirection bob vectorMultiply 2));
_endV = (_beg vectorAdd (getCameraViewDirection bob vectorMultiply 2));
obj3 setPosASL _endV;
obj3 setPosASL _endV;
hintSilent (str worldToScreen (asltoagl _endV));
hintSilent (str worldToScreen (ASLToAGL _endV));
};
};
</sqf>
</sqf>
[[User:Killzone Kid|Killzone Kid]] ([[User talk:Killzone Kid|talk]]) 01:39, 22 February 2016 (CET)
[[User:Killzone_Kid|Killzone_Kid]] ([[User talk:Killzone_Kid|talk]]) 01:39, 22 February 2016 (CET)

Latest revision as of 13:48, 12 March 2024

This does not represent the player's center of screen when looking around or aiming down sights --Benargee (talk) 01:17, 22 February 2016 (CET)

bob = player; obj1 = createVehicle ["Land_RiceBox_F", position player, [], 0, "NONE"]; obj2 = createVehicle ["Land_BottlePlastic_V2_F", position player, [], 0, "NONE"]; obj3 = createVehicle ["Sign_Sphere10cm_F", position player, [], 0, "NONE"]; onEachFrame { _beg = eyePos bob; _endE = (_beg vectorAdd (eyeDirection bob vectorMultiply 2)); obj1 setPosASL _endE; _endW = (_beg vectorAdd (bob weaponDirection currentWeapon bob vectorMultiply 2)); obj2 setPosASL _endW; _endV = (_beg vectorAdd (getCameraViewDirection bob vectorMultiply 2)); obj3 setPosASL _endV; hintSilent (str worldToScreen (ASLToAGL _endV)); };

Interesting. Looks like eyePos is wrong origin. try:

bob = player; obj1 = createVehicle ["Land_RiceBox_F", position player, [], 0, "NONE"]; obj2 = createVehicle ["Land_BottlePlastic_V2_F", position player, [], 0, "NONE"]; obj3 = createVehicle ["Sign_Sphere10cm_F", position player, [], 0, "NONE"]; onEachFrame { _beg = AGLToASL positionCameraToWorld [0,0,0]; _endE = (_beg vectorAdd (eyeDirection bob vectorMultiply 2)); obj1 setPosASL _endE; _endW = (_beg vectorAdd (bob weaponDirection currentWeapon bob vectorMultiply 2)); obj2 setPosASL _endW; _endV = (_beg vectorAdd (getCameraViewDirection bob vectorMultiply 2)); obj3 setPosASL _endV; hintSilent (str worldToScreen (ASLToAGL _endV)); };

Killzone_Kid (talk) 01:39, 22 February 2016 (CET)