modelToWorld: Difference between revisions

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| Converts position from object model space to world space. This command will take into account [[vectorUp]] of the object when calculating relative coordinates.|= Description
| Translates relative position from object model space into world position. This command will take into account [[vectorUp]] of the object when calculating relative coordinates.|= Description
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| object '''modelToWorld''' modelPos |= Syntax
| model '''modelToWorld''' position|= Syntax


|p1= object: [[Object]] |= Parameter 1
|p1= model: [[Object]] |= Parameter 1


|p2= modelPos: [[PositionRelative]] - [x,y,z] offset relative to the model centre |= Parameter 2
|p2= position: [[Array]] - [x,y,z] offset relative to the model centre, format [[PositionRelative]]|= Parameter 2


| [[Array]] - world position in format [[PositionAGL]] |= Return value
| [[Array]] - translated world position, format [[PositionAGL]] |= Return value
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|x1= <code>_aboveAndBehindPlayer = [[player]] [[modelToWorld]] [0,-1,3];</code>
|x1= <code>_aboveAndBehindPlayer = [[player]] [[modelToWorld]] [0,-1,3];</code>

Revision as of 12:52, 12 June 2016


-wrong parameter ("Arma") defined!-1.00
Hover & click on the images for description

Description

Description:
Translates relative position from object model space into world position. This command will take into account vectorUp of the object when calculating relative coordinates.
Groups:
Uncategorised

Syntax

Syntax:
model modelToWorld position
Parameters:
model: Object
position: Array - [x,y,z] offset relative to the model centre, format PositionRelative
Return Value:
Array - translated world position, format PositionAGL

Examples

Example 1:
_aboveAndBehindPlayer = player modelToWorld [0,-1,3];

Additional Information

See also:
modelToWorldVisualworldToModelselectionPosition

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]) is not the same as (getPos _obj).

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