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Get the world coordinate space (AGL) from a camera-relative position.
Camera ControlPositions


positionCameraToWorld cameraPos
cameraPos: PositionRelative - relative camera position, format [x, z, y] (X = left-right, Z = below-above, Y = back-front)
This command has Y and Z axes swapped around, which is different from the usual model space coordinates format ([x, y, z]).
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] ] */
Example 3:
_cameraAGLPosition = positionCameraToWorld [0,0,0];

Additional Information

See also:
modelToWorld modelToWorldVisual getCameraViewDirection weaponDirection eyeDirection vectorDir vectorDirVisual


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Only post proven facts here! Add Note
Kronzky - c
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" };
Worldeater - c
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];