screenToWorld: Difference between revisions

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|p1= screen: [[Array]] - screen position in format [x,y] (see [[SafeZone]] for more info)
|p1= screen: [[Array]] - screen position in format [x,y] (see [[SafeZone]] for more info)


|r1= [[Array]] format [[Position#PositionAGL|PositionAGL]], world position on surface [x,y,0]
|r1= [[Position#PositionAGL|PositionAGL]], world position on surface [x,y,0]


|s2= camera [[screenToWorld]] position
|s2= camera [[screenToWorld]] position
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|p22= position: [[Array]] - screen position [x,y] (see [[SafeZone]] for more info)
|p22= position: [[Array]] - screen position [x,y] (see [[SafeZone]] for more info)


|r2= [[Array]] format [[Position#PositionAGL|PositionAGL]], world position on surface [x,y,0]
|r2= [[Position#PositionAGL|PositionAGL]], world position on surface [x,y,0]


|x1= <sqf>private _wPos = screenToWorld [0.5, 0.5];</sqf>
|x1= <sqf>private _wPos = screenToWorld [0.5, 0.5];</sqf>

Revision as of 07:45, 2 January 2026

Hover & click on the images for description

Description

Description:
Returns the position on landscape (PositionAGL) corresponding to the given point on screen (in UI coordinates).
This command performs an intersection with the ground/water surface, from the camera position along the screenToWorldDirection vector up to viewDistance for terrain intersection and 2 * viewDistance for water intersection. In other words, it is similar to doing:
private _p1 = AGLToASL positionCameraToWorld [0, 0, 0]; // camera position ASL private _vector = screenToWorldDirection _screenPos; // "aim" vector private _p2 = _p1 vectorAdd (_vector vectorMultiply viewDistance * 2); // the ray does not go beyond 2 * view distance ASLToAGL terrainIntersectAtASL [_p1, _p2]
Groups:
Positions

Syntax

Syntax:
screenToWorld screen
Parameters:
screen: Array - screen position in format [x,y] (see SafeZone for more info)
Return Value:
PositionAGL, world position on surface [x,y,0]

Alternative Syntax

Syntax:
camera screenToWorld position
Parameters:
camera: Object - camera object
position: Array - screen position [x,y] (see SafeZone for more info)
Return Value:
PositionAGL, world position on surface [x,y,0]

Examples

Example 1:
private _wPos = screenToWorld [0.5, 0.5];
Example 2:
private _wPos = _myCamera screenToWorld [0.5, 0.5]; // since Arma 3 2.18

Additional Information

See also:
SafeZone worldToScreen screenToWorldDirection

Notes

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