modelToWorld: Difference between revisions
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<dd class="notedate">Posted on 16 Feb, 2007 | <dd class="notedate">Posted on 16 Feb, 2007 | ||
<dt class="note">'''[[User:Dr_Eyeball|Dr_Eyeball]]'''<dd class="note"> | <dt class="note">'''[[User:Dr_Eyeball|Dr_Eyeball]]'''<dd class="note"> | ||
The ''worldPos'' parameter appears to be a relative offset to the position of ''object'', so it can often simply be [0,0,0].<BR> | The ''worldPos'' parameter appears to be a relative offset to the position of ''object'', so it can often simply be [0,0,0].<BR> | ||
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_worldPos = _RelObj modelToWorld _Offset; | _worldPos = _RelObj modelToWorld _Offset; | ||
_obj setPos _worldPos; | _obj setPos _worldPos; | ||
<dd class="notedate">Posted on 16 Feb, 2007 | |||
<dd class="notedate">Posted on 16 Feb, 2007 | |||
<dt class="note">'''[[User:Manny|Manny]]'''<dd class="note"> | <dt class="note">'''[[User:Manny|Manny]]'''<dd class="note"> | ||
The object model space has got its Z-Axis along the object's [[vectorUp]], its Y-Axis along the object's [[vectorDir]], while its X-Axis goes along [http://en.wikipedia.org/wiki/Cross_product vectorDir x VectorUp] (meaning as the X-Axis in a [http://en.wikipedia.org/wiki/Cartesian_coordinate_system#In_three_dimensions right-handed cartesian coordiante system]). | The object model space has got its Z-Axis along the object's [[vectorUp]], its Y-Axis along the object's [[vectorDir]], while its X-Axis goes along [http://en.wikipedia.org/wiki/Cross_product vectorDir x VectorUp] (meaning as the X-Axis in a [http://en.wikipedia.org/wiki/Cartesian_coordinate_system#In_three_dimensions right-handed cartesian coordiante system]). | ||
<dd class="notedate">Posted on 8 May, 2008 | |||
<dd class="notedate">Posted on 8 May, 2008 | |||
<dt class="note">'''[[User:Dr_Eyeball|Dr_Eyeball]]'''<dd class="note"> | <dt class="note">'''[[User:Dr_Eyeball|Dr_Eyeball]]'''<dd class="note"> | ||
If your object requires a new direction, ensure you call [[setDir]] ''prior'' to [[setPos]] when using [[modelToWorld]]. Calling setDir afterwards will skew its position otherwise. | If your object requires a new direction, ensure you call [[setDir]] ''prior'' to [[setPos]] when using [[modelToWorld]]. Calling setDir afterwards will skew its position otherwise. | ||
_ladder setDir _angle; | _ladder setDir _angle; | ||
_ladder setPos (_building modelToWorld [_x, _y, _z]); | _ladder setPos (_building modelToWorld [_x, _y, _z]); | ||
<dd class="notedate">Posted on 6 Feb, 2011 | |||
<dd class="notedate">Posted on 6 Feb, 2011 | |||
<dt class="note">'''[[User:Hduregger|Hduregger]]'''<dd class="note"> | <dt class="note">'''[[User:Hduregger|Hduregger]]'''<dd class="note"> | ||
The z height returned changes dynamically with the height of waves beneath the object, if the object is located over sea. The z height returned by [[getPosATL]] and [[getPosASL]] does not change like this. This was tested by continuously retrieving the position of a static object, like the cross in the empty/corpses category, placed over sea or land. | The z height returned changes dynamically with the height of waves beneath the object, if the object is located over sea. The z height returned by [[getPosATL]] and [[getPosASL]] does not change like this. This was tested by continuously retrieving the position of a static object, like the cross in the empty/corpses category, placed over sea or land. | ||
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but it does not give the same result, therefore | but it does not give the same result, therefore | ||
(_obj modelToWorld [0.0, 0.0, 0.0]) != (getPos _obj). | (_obj modelToWorld [0.0, 0.0, 0.0]) != (getPos _obj). | ||
<!-- Note Section END --> | <!-- Note Section END --> |
Revision as of 13:36, 21 October 2011
Description
- Description:
- Converts position from object model space to world space.
- Groups:
- Uncategorised
Syntax
- Syntax:
- Array = object modelToWorld modelPos
- Parameters:
- object: Object
- modelPos: Array
- Return Value:
- Array
Examples
- Example 1:
_WorldPos=_object modelToWorld _ModelPos
Additional Information
- See also:
- worldToModel
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
Notes
- Posted on 16 Feb, 2007
- Dr_Eyeball
-
The worldPos parameter appears to be a relative offset to the position of object, so it can often simply be [0,0,0].
Example: to position an object _obj relative to the position of another object _RelObj with on offset of _Offset, try: _Offset = [_x,_y,_z]; _worldPos = _RelObj modelToWorld _Offset; _obj setPos _worldPos; - Posted on 16 Feb, 2007
- Manny
- The object model space has got its Z-Axis along the object's vectorUp, its Y-Axis along the object's vectorDir, while its X-Axis goes along vectorDir x VectorUp (meaning as the X-Axis in a right-handed cartesian coordiante system).
- Posted on 8 May, 2008
- Dr_Eyeball
- If your object requires a new direction, ensure you call setDir prior to setPos when using modelToWorld. Calling setDir afterwards will skew its position otherwise. _ladder setDir _angle; _ladder setPos (_building modelToWorld [_x, _y, _z]);
- Posted on 6 Feb, 2011
- Hduregger
- The z height returned changes dynamically with the height of waves beneath the object, if the object is located over sea. The z height returned by getPosATL and getPosASL does not change like this. This was tested by continuously retrieving the position of a static object, like the cross in the empty/corpses category, placed over sea or land. modelToWorld behaves similar to getPos _obj but it does not give the same result, therefore (_obj modelToWorld [0.0, 0.0, 0.0]) != (getPos _obj).