positionCameraToWorld: Difference between revisions
Jump to navigation
Jump to search
Lou Montana (talk | contribs) m (Text replacement - "<code>([^ ]*)\[\[([a-zA-Z][a-zA-Z0-9_]+)\]\]([^ ]*) ([^ ]*) ([^ ]*) ([^ ]*)<\/code>" to "<code>$1$2$3 $4 $5 $6</code>") |
Lou Montana (talk | contribs) m (Text replacement - "<code>([^ ]*)\[\[([a-zA-Z][a-zA-Z0-9_]+)\]\]([^ ]*) ([^ ]*) ([^ ]*) ([^ ]*)<\/code>" to "<code>$1$2$3 $4 $5 $6</code>") |
||
Line 33: | Line 33: | ||
|x2= Example demonstrating reversed y and z: | |x2= Example demonstrating reversed y and z: | ||
<code>player | <code>player setDir 0; //assuming player is looking forward | ||
[[hint]] [[str]] [<nowiki/>[[positionCameraToWorld]] [0,0,0], [[positionCameraToWorld]] [0,0,1]]; | [[hint]] [[str]] [<nowiki/>[[positionCameraToWorld]] [0,0,0], [[positionCameraToWorld]] [0,0,1]]; | ||
//[[2481.35,567'''1'''.21,1.51395],[2481.35,567'''2'''.21,1.46955]] | //[[2481.35,567'''1'''.21,1.51395],[2481.35,567'''2'''.21,1.46955]] |
Revision as of 12:49, 12 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:
player setDir 0; //assuming player is looking forward hint str [positionCameraToWorld [0,0,0], positionCameraToWorld [0,0,1]]; //[[2481.35,5671.21,1.51395],[2481.35,5672.21,1.46955]]
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 October 17, 2008 - 11:25
- Kronzky
-
By measuring the distance between the camera and the player one can determine whether 1st-person or 3rd-person view is being used:
if ((positionCameraToWorld [0,0,0] distance player)>2) then {hint "3rd person"} else {hint "1st person"};
- Posted on 22:45, 17 October 2010 (CEST)
- Worldeater
-
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:
positionCameraToWorld [5,10,15] == _camera modelToWorld [5,15,10];
- Posted on July 20, 2014 - 20:07 (UTC)
- AgentRev
- When over land, the position returned is in format PositionATL, and over sea, PositionASLW.
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