visiblePosition: Difference between revisions
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Lou Montana (talk | contribs) m (Text replacement - "ASLtoAGL" to "ASLToAGL") |
Lou Montana (talk | contribs) m (Some wiki formatting) |
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|descr= Returns an object's rendered position (z value above surface underneath) in render time scope. Same as [[getPosVisual]]. | |descr= Returns an object's rendered position (z value above surface underneath) in render time scope. Same as [[getPosVisual]]. | ||
{{Feature | | {{Feature|important|This command must '''not''' be used for actual 3D calculations. See [[getPos]] for an explanation.}} | ||
|s1= [[visiblePosition]] object | |s1= [[visiblePosition]] object | ||
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|r1= [[Position#PositionAGLS|PositionAGLS]] | |r1= [[Position#PositionAGLS|PositionAGLS]] | ||
|x1= <sqf> | |x1= <sqf>_playerRenderedPos = visiblePosition player;</sqf> | ||
|seealso= [[getPosVisual]] [[getPosATLVisual]] [[getPosASLVisual]] [[getPosWorldVisual]] [[visiblePositionASL]] [[position]] [[getPos]] [[getPosATL]] [[getPosASL]] [[getPosASLW]] | |seealso= [[getPosVisual]] [[getPosATLVisual]] [[getPosASLVisual]] [[getPosWorldVisual]] [[visiblePositionASL]] [[position]] [[getPos]] [[getPosATL]] [[getPosASL]] [[getPosASLW]] | ||
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|text= Note that this command returns the position in [[Position#PositionAGLS|AGLS]] format (Z is measured from the nearest surface below). For example the value of Z is 0 even if the object is resting on top of a building.<br> | |text= Note that this command returns the position in [[Position#PositionAGLS|AGLS]] format (Z is measured from the nearest surface below). For example the value of Z is 0 even if the object is resting on top of a building.<br> | ||
For use with draw commands, such as [[drawIcon3D]], an [[Position#PositionAGL|AGL]] position is needed. The following alternatives can be used, depending on where the icon is intended to be shown: | For use with draw commands, such as [[drawIcon3D]], an [[Position#PositionAGL|AGL]] position is needed. The following alternatives can be used, depending on where the icon is intended to be shown: | ||
<sqf>ASLToAGL getPosWorldVisual _object | <sqf> | ||
ASLToAGL getPosASLVisual _object | ASLToAGL getPosWorldVisual _object // object center in model coordinates, i.e [0,0,0] | ||
unitAimPositionVisual _object | ASLToAGL getPosASLVisual _object // object land contact (e.g. floor of a building) | ||
_object modelToWorldVisual _relativePos // custom position in model coordinates. if _relativePos is [0,0,0], it'll be the same as ASLToAGL getPosWorldVisual _object</sqf> | unitAimPositionVisual _object // object's aiming position, i.e where the AI aim at, such as a soldier's chest | ||
_object modelToWorldVisual _relativePos // custom position in model coordinates. if _relativePos is [0,0,0], it'll be the same as ASLToAGL getPosWorldVisual _object | |||
</sqf> | |||
}} | }} |
Revision as of 19:50, 8 March 2024
Description
- Description:
- Returns an object's rendered position (z value above surface underneath) in render time scope. Same as getPosVisual.
- Groups:
- PositionsRender Time Scope
Syntax
- Syntax:
- visiblePosition object
- Parameters:
- object: Object - name of the object
- Return Value:
- PositionAGLS
Examples
- Example 1:
Additional Information
- See also:
- getPosVisual getPosATLVisual getPosASLVisual getPosWorldVisual visiblePositionASL position getPos getPosATL getPosASL getPosASLW
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 Jan 26, 2022 - 15:15 (UTC)
-
Note that this command returns the position in AGLS format (Z is measured from the nearest surface below). For example the value of Z is 0 even if the object is resting on top of a building.
For use with draw commands, such as drawIcon3D, an AGL position is needed. The following alternatives can be used, depending on where the icon is intended to be shown:ASLToAGL getPosWorldVisual _object // object center in model coordinates, i.e [0,0,0] ASLToAGL getPosASLVisual _object // object land contact (e.g. floor of a building) unitAimPositionVisual _object // object's aiming position, i.e where the AI aim at, such as a soldier's chest _object modelToWorldVisual _relativePos // custom position in model coordinates. if _relativePos is [0,0,0], it'll be the same as ASLToAGL getPosWorldVisual _object