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Transforms position from camera coordinate space to world coordinate space. Camera axes are relative to camera orientation. x axis goes from left of the camera to right of the camera, z axis goes from underneath the camera to above the camera and y axis goes from back of the camera to where the camera is looking.
Camera ControlPositions


positionCameraToWorld cameraPos
cameraPos: PositionRelative - Relative camera position, format [x, z, y]
Note that y and z for this command are swapped around, which is different from your usual model space coordinates format
Return Value:
Array - Camera world position, format PositionAGL


Example 1:
_worldPos = positionCameraToWorld _cameraPos;
Example 2:
Example demonstrating reversed y and z:
player setDir 0; // assuming player is looking forward hint str [positionCameraToWorld [0,0,0], positionCameraToWorld [0,0,1]]; /* [ [2481.35, 5671.21, 1.51395], [2481.35, 5672.21, 1.46955] ] */

Additional Information

See also:
modelToWorld modelToWorldVisual getCameraViewDirection weaponDirection eyeDirection vectorDir vectorDirVisual


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Only post proven facts here! Add Note
Posted on Oct 17, 2008 - 11:25 (UTC)
By measuring the distance between the camera and the player one can determine whether 1st-person or 3rd-person view is being used:
if ((positionCameraToWorld [0,0,0] distance player)>2) then { hint "3rd person" } else { hint "1st person" };
Posted on Oct 17, 2010 - 22:45 (UTC)
The camera coordinate system is different from the model coordinate system: when modelToWorld uses [x, y, z] then positionCameraToWorld uses [x, z, y]. So for a steady camera the following is true:
positionCameraToWorld [5,10,15] == _camera modelToWorld [5,15,10];