modelToWorld: Difference between revisions

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m (Text replacement - "<sqf>([^↵][^\/]*↵[^\/]*)<\/sqf>" to "<sqf> $1 </sqf>")
 
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{{Feature|important|For [[setObjectScale|scaled objects]], the relative position will first be [[vectorMultiply|multiplied]] by the object scale.<br>
{{Feature|important|For [[setObjectScale|scaled objects]], the relative position will first be [[vectorMultiply|multiplied]] by the object scale.<br>
For example, if the object scale is 2, {{ic|_obj modelToWorld [0,1,0]}} will be offset '''2 meters''' from the model center ({{ic|[0,0,0]}}).}}
For example, if the object scale is 2, <sqf inline>_obj modelToWorld [0,1,0]</sqf> will be offset '''2 meters''' from the model center (<sqf inline>[0,0,0]</sqf>).}}


|s1= model [[modelToWorld]] position
|s1= model [[modelToWorld]] position
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|r1= [[Array]] format [[Position#PositionAGL|PositionAGL]] - translated world position
|r1= [[Array]] format [[Position#PositionAGL|PositionAGL]] - translated world position


|x1= <code>_aboveAndBehindPlayer = [[player]] [[modelToWorld]] [0,-1,3];</code>
|x1= <sqf>_aboveAndBehindPlayer = player modelToWorld [0,-1,3];</sqf>


|seealso= [[vectorModelToWorld]] [[modelToWorldVisual]] [[worldToModel]] [[modelToWorldWorld]] [[modelToWorldVisualWorld]] [[selectionPosition]]
|seealso= [[vectorModelToWorld]] [[modelToWorldVisual]] [[worldToModel]] [[modelToWorldWorld]] [[modelToWorldVisualWorld]] [[selectionPosition]]
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|text= The ''worldPos'' parameter appears to be a relative offset to the position of ''object'', so it can often simply be [0,0,0].<BR>
|text= The ''worldPos'' parameter appears to be a relative offset to the position of ''object'', so it can often simply be [0,0,0].<BR>
'''Example:''' to position an object ''_obj'' relative to the position of another object ''_relObj'' with on offset of ''_offset'', try:
'''Example:''' to position an object ''_obj'' relative to the position of another object ''_relObj'' with on offset of ''_offset'', try:
<code>_offset = [_x,_y,_z];
<sqf>
_offset = [_x,_y,_z];
_worldPos = _relObj modelToWorld _offset;
_worldPos = _relObj modelToWorld _offset;
_obj setPos _worldPos;</code>
_obj setPos _worldPos;
</sqf>
}}
}}


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|text= The object model space has got its Z-Axis along the object's [[vectorUp]],
|text= The object model space has got its Z-Axis along the object's [[vectorUp]],
its Y-Axis along the object's [[vectorDir]],
its Y-Axis along the object's [[vectorDir]],
while its X-Axis goes along {{Wikipedia|Cross_product|vectorDir x VectorUp}} (meaning as the X-Axis in a {{Wikipedia|Cartesian_coordinate_system#In_three_dimensions|right-handed cartesian coordiante system}}).
while its X-Axis goes along {{Link|https://en.wikipedia.org/wiki/Cross_product|vectorDir x VectorUp}} (meaning as the X-Axis in a {{Link|https://en.wikipedia.org/wiki/Cartesian_coordinate_system#In_three_dimensions|right-handed cartesian coordiante system}}).
}}
}}


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|text= If your object requires a new direction, ensure you call [[setDir]] ''prior'' to [[setPosATL]] when using [[modelToWorld]].
|text= If your object requires a new direction, ensure you call [[setDir]] ''prior'' to [[setPosATL]] when using [[modelToWorld]].
Calling setDir afterwards will skew its position otherwise.
Calling setDir afterwards will skew its position otherwise.
<code>_ladder [[setDir]] _angle;
<sqf>
_ladder [[setPosATL]] (_building modelToWorld [_x, _y, _z]);</code>
_ladder setDir _angle;
_ladder setPosATL (_building modelToWorld [_x, _y, _z]);
</sqf>
}}
}}


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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.
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]] but it does not give the same result, therefore
[[modelToWorld]] behaves similar to [[getPos]] but it does not give the same result, therefore
<code>_obj [[modelToWorld]] [0.0, 0.0, 0.0]</code>
<sqf>_obj modelToWorld [0.0, 0.0, 0.0]</sqf>
is '''not''' the same as <code>[[getPos]] _obj</code>.
is '''not''' the same as <sqf>getPos _obj;</sqf>.
}}
}}

Latest revision as of 11:34, 3 September 2024

Hover & click on the images for description

Description

Description:
Translates relative position from object model space to world space in PositionAGL format.
This command will take into account vectorUp of the object when calculating relative coordinates. For the PositionASL version of this command, see modelToWorldWorld.
For scaled objects, the relative position will first be multiplied by the object scale.
For example, if the object scale is 2, _obj modelToWorld [0,1,0] will be offset 2 meters from the model center ([0,0,0]).
Groups:
Positions

Syntax

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

Examples

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

Additional Information

See also:
vectorModelToWorld modelToWorldVisual worldToModel modelToWorldWorld modelToWorldVisualWorld selectionPosition

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
Dr_Eyeball - c
Posted on Feb 18, 2007 - 01:55 (UTC)
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;
ManDay - c
Posted on Jul 24, 2007 - 17:45 (UTC)
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).
Dr_Eyeball - c
Posted on May 08, 2008 - 08:05 (UTC)
If your object requires a new direction, ensure you call setDir prior to setPosATL when using modelToWorld. Calling setDir afterwards will skew its position otherwise.
_ladder setDir _angle; _ladder setPosATL (_building modelToWorld [_x, _y, _z]);
Hduregger - c
Posted on Feb 06, 2011 - 20:41 (UTC)
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 but it does not give the same result, therefore
_obj modelToWorld [0.0, 0.0, 0.0]
is not the same as
getPos _obj;
.