modelToWorldVisualWorld: Difference between revisions

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{{Command|Comments=
{{Command


|arma3|= Game
|arma3|= Game
|1.70|Game Version=
|1.70
|arg=  |Multiplayer Arguments=
|arg=
|eff=  |Multiplayer Effects=
|eff=


|gr1= Object Manipulation |GROUP1=
|gr1= Object Manipulation
|gr2= Render Time Scope |GROUP2=
|gr2= Render Time Scope




| Converts position from object model space to world space in render time. |DESCRIPTION=
| Converts position from object model space to world space in render time.




| obj '''modelToWorldVisualWorld''' modelPos |SYNTAX=
| obj '''modelToWorldVisualWorld''' modelPos
|p1= obj: [[Object]] |PARAMETER1=
|p1= obj: [[Object]]
|p2= modelPos: [[Array]] |PARAMETER2=
|p2= modelPos: [[Array]]
| [[Array]] - World position in format [[PositionASL]] |RETURNVALUE=
| [[Array]] - World position in format [[PositionASL]]


|x1= <code>[[player]] [[modelToWorldVisualWorld]] [0,1,0]</code> |EXAMPLE1=
|x1= <code>[[player]] [[modelToWorldVisualWorld]] [0,1,0]</code>


| [[modelToWorldWorld]], [[modelToWorldVisual]], [[getPosWorldVisual]] |SEEALSO=
| [[modelToWorldWorld]], [[modelToWorldVisual]], [[getPosWorldVisual]]
}}
}}



Revision as of 02:04, 18 January 2021

Hover & click on the images for description

Description

Description:
Converts position from object model space to world space in render time.
Groups:
Object ManipulationRender Time Scope

Syntax

Syntax:
obj modelToWorldVisualWorld modelPos
Parameters:
obj: Object
modelPos: Array
Return Value:
Array - World position in format PositionASL

Examples

Example 1:
player modelToWorldVisualWorld [0,1,0]

Additional Information

See also:
modelToWorldWorldmodelToWorldVisualgetPosWorldVisual

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

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Posted on May 28, 2017 - 22:19 (UTC)
Killzone Kid
This command produces identical result to modelToWorldVisual command used in conjunction with AGLToASL obj modelToWorldVisualWorld [1,2,3] isEqualTo AGLToASL (obj modelToWorldVisual [1,2,3]); // true