drawIcon3D

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Description

Description:
Draws an ingame icon at a given position. Command has to be executed each frame. Use addMissionEventHandler "Draw3D" which is executed each frame and if user can see the drawing. In order for the results of this command to be visible through a custom camera, enable HUD with cameraEffectEnableHUD. showHUD false will hide icon drawing. In order for arrows to appear, the icon texture should exist. The arrows size is proportionate to icon size.
  • The visibility of the icon could be affected when some of the HUD properties are hidden. For more information see showHUD page.
  • The values passed for the icon width and height are multipliers for "activeWidth" and "activeHeight" set in config. So for example, if one needs to create an icon half screen wide (safeZoneW / 2) and half screen tall (safeZoneH / 2), divide these by config values respectfully:

_iconWidth = (safeZoneW / 2) / getNumber (configFile >> "CfgInGameUI" >> "Cursor" >> "activeWidth");

_iconHeight = (safeZoneH / 2) / getNumber (configFile >> "CfgInGameUI" >> "Cursor" >> "activeHeight");
Groups:
Interaction

Syntax

Syntax:
drawIcon3D [texture, color, position, width, height, angle, text, shadow, textSize, font, textAlign, drawSideArrows, offsetX, offsetY]
Parameters:
texture: String - icon image
color:
position: Array - icon world position in PositionAGL format
width: Number - icon width (see description note)
height: Number - icon height (see description note)
angle: Number - icon rotation angle
text (Optional, default: ""): String - text label to display next to icon.
shadow (Optional, default: 0): Number or Boolean
  • 0 = none
  • 1 = shadow (not used in this context, used in UI context)
  • 2 = outline
  • true - outline
  • false - none.
textSize (Optional, default: size of system): Number - the size of the text
font (Optional, default: "RobotoCondensed"): String - font class name from CfgFontFamilies
textAlign (Optional, default: "center"): String - can be one of:
  • "left"
  • "center"
  • "right"
drawSideArrows (Optional, default: false): Boolean - true to draw arrows and the text label at edge of screen when icon moves off screen
offsetX: Number - (Optional, default: 0) x offset for the icon text Template:Since
offsetY: Number - (Optional, default: 0) y offset for the icon text Template:Since
Return Value:
Nothing

Examples

Example 1:
Icon and text:addMissionEventHandler ["Draw3D", { drawIcon3D ["targetIcon.paa", [1,1,1,1], ASLToAGL getPosASL cursorTarget, 1, 1, 45, "Target", 1, 0.05, "TahomaB"]; }];
Example 2:
Just text: addMissionEventHandler ["Draw3D", { drawIcon3D ["", [1,0,0,1], ASLToAGL getPosASL cursorTarget, 0, 0, 0, "Target", 1, 0.05, "PuristaMedium"]; }];
Example 3:
iconPos = player getPos [10, 0] vectorAdd [0,0,2]; addMissionEventHandler ["draw3D", { drawIcon3D [ "\a3\ui_f\data\IGUI\Cfg\Radar\radar_ca.paa", [0,0,1,1], iconPos, 5, 5, getDirVisual player, "COMPASS", 0, 0.3, "PuristaMedium", "center", true ]; }];
Example 4:
Since Arma 3 v 2.03.147270pos = player getPos [10, 0] vectorAdd [0,0,2]; addMissionEventHandler ["draw3D", { _k = 10 / (player distance pos); drawIcon3D [ "\a3\ui_f\data\IGUI\Cfg\Radar\radar_ca.paa", [1,0,0,1], pos, 1 * _k, 1 * _k, 0, name player, 0, 0.04 * _k, "RobotoCondensed", "right", true, 0.005 * _k, -0.035 * _k ]; }];

Additional Information

See also:
drawLine3DgetMissionPathshowHUDcameraEffectEnableHUD

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 August 31, 2013
Killzone_Kid
As command syntax indicates, this command expects icon position in format PositionAGL meaning that over the land it expects PositionATL and over the sea PositionASLW.
This command works well with addon textures, however getting it to display mission textures is a bit tricky. Follow this guide.
Posted on April 19, 2014
AgentRev
You should rely exclusively on modelToWorldVisual for a moving object's icon position if you want it to accurately stay at the correct height over the sea. It computes faster than ASLtoAGL.
Width, height, and textSize are proportional to the user's interface size, which can optionally be compensated against via size / (getResolution select 5)
Additionally, width and height are inversely proportional to the fovLeft and fovTop parameters from the user's ArmaProfile, and AFAIK those parameters are not retrievable via scripting. For example, a fovTop higher than the default value of 0.75 will make all 3D icons smaller vertically. I'm not sure if this is a bug or by design, however it is definitely annoying to take into account.
Posted on October 23, 2014 - 02:42 (UTC)
DreadedEntity
drawIcon3D and BIS_fnc_addStackedEventHandler work well together.
Using formatting commands with drawIcon3D will not work, instead, they will be added to the string.
["uniqueID", "onEachFrame", { drawIcon3D ["myIcon.jpg", [1,1,1,0.5], getPos player, 1, 1, 0, format ["%1\n%2", "Dreaded", "Entity"]]; }] call BIS_fnc_addStackedEventHandler; Shown text will be Dreaded\nEntity. (A3 1.32.127785)

The "text" parameter must be a string. You cannot use Structured_Text.
["uniqueID", "onEachFrame", { drawIcon3D [ "myIcon.jpg", [1,1,1,0.5], getPos player, 1, 1, 0, parseText format ["<t size='1.25' font='PuristaLight' color='#ff0000'>%1%2</t>", Dreaded, Entity] ]; }] call BIS_fnc_addStackedEventHandler; (A3 1.32.127785)
Posted on November 13 (2014)
Iceman77
Here's a practical example combining both drawLine3D and drawIcon3D. Note: You may want to use visiblePosition instead of getPos for moving objects. DEADPILOTS = []; { if (getText (configFile >> "CfgVehicles" >> typeOf _x >> "textSingular") == "pilot") then { DEADPILOTS pushBack _x; }; } forEach allDeadMen; addMissionEventHandler ["Draw3D", { if ( { player distance _x <= 15 } count DEADPILOTS > 0 ) then { { _corpsePos = getPos _x; if (player distance _corpsePos <= 15) then { _line1_start = _corpsePos; _line1_end = [(_line1_start select 0), (_line1_start select 1), 0.5]; _line2_start = [(_line1_end select 0), (_line1_end select 1) + 0.5, (_line1_end select 2)]; drawLine3D [_line1_start, _line1_end, [0,0,0,0.5]]; drawLine3D [_line1_end, _line2_start, [0,0,0,0.5]]; drawIcon3D ["\a3\ui_f\data\gui\cfg\hints\BasicLook_ca.paa", [0,0,0,0.5], _line2_start, 0.75, 0.75, 0]; }; } forEach DEADPILOTS; }; }];
Posted on February 11, 2016 - 07:37 (UTC)
Ranwer
You can also use getPosWorld (for X and Y only, but not Z), which works splendid in script performance. Here is an example:
addMissionEventHandler ["Draw3D", { private _pos = getPosWorld player; drawIcon3D [ "a3\ui_f\data\gui\Rsc\RscDisplayArsenal\radio_ca.paa", [1,1,1,1], [_pos select 0, _pos select 1, 1], 0.8, 0.8, 0, name player, 1, 0.0315, "EtelkaMonospacePro" ]; }];
Posted on 22 March 22, 2016 - 20:42 (CEST)
PierreMGI
If you want to use this command, on each frame, with plenty of objects or entities to mark, you can manage conditions in order to reduce the number of CPU operations. One of the most demanding CPU resource is probably a DrawIcon3D treatment for these objects/entities because even if not displayed (like for objects behind player), the CPU calculates the icons in the defined radius of your nearEntities / nearestObjects command. Don't stay with a simple radius condition (disk selecting entities or nearestObjects) which calculates all, then useless (not displayed), icons! Here is a way to restrict this command to your screen display: in a onEachFramed context: // Arma 3 unitsToDisplay = allUnits; addMissionEventHandler ["EachFrame", { private _offset = [0,0,0]; { private _screenPosition = worldToScreen (_x modelToWorldVisual _offset); if (_screenPosition isEqualTo []) exitWith {}; // < your drawIcon3D treatment here > } foreach unitsToDisplay }]; Tested with +100 units, equally spread on a disk. (Note: FPS depend also on environment in map. Choose a "desert" for that).