screenToWorld: Difference between revisions

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|descr= Returns the position on landscape ([[Position#PositionAGL|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 [[screenToWorldVector]] vector up to {{hl|viewDistance}} for terrain intersection and {{hl|2 * viewDistance}} for water intersection. In other words, it's similar to doing:  
{{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's similar to doing:  
<sqf>
<sqf>
private _p1 = AGLtoASL positionCameraToWorld [0,0,0];                  // camera position ASL
private _p1 = AGLtoASL positionCameraToWorld [0,0,0];                  // camera position ASL
private _vector = screenToWorldVector _screenPos;                      // "aim" vector
private _vector = screenToWorldDirection_screenPos;                      // "aim" vector
private _p2 = _p1 vectorAdd (_vector vectorMultiply viewDistance * 2); // the ray doesn't go beyond 2 * view distance
private _p2 = _p1 vectorAdd (_vector vectorMultiply viewDistance * 2); // the ray doesn't go beyond 2 * view distance
ASLtoAGL terrainIntersectAtASL [_p1, _p2]
ASLtoAGL terrainIntersectAtASL [_p1, _p2]
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|x1= <sqf>_wPos = screenToWorld [0.5, 0.5];</sqf>
|x1= <sqf>_wPos = screenToWorld [0.5, 0.5];</sqf>


|seealso= [[SafeZone]] [[worldToScreen]] [[screenToWorldVector]]
|seealso= [[SafeZone]] [[worldToScreen]] [[screenToWorldDirection]]
}}
}}

Revision as of 10:38, 6 June 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's 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 doesn't go beyond 2 * view distance ASLtoAGL terrainIntersectAtASL [_p1, _p2]
Groups:
Positions

Syntax

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

Examples

Example 1:
_wPos = screenToWorld [0.5, 0.5];

Additional Information

See also:
SafeZone worldToScreen screenToWorldDirection

Notes

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