positionCameraToWorld: Difference between revisions
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| | |[[File:PositionCameraToWorld.jpg|right|120x120px]]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. |= Description | |||
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| | | worldPos <nowiki>=</nowiki> '''positionCameraToWorld''' cameraPos |= Syntax | ||
|p1= | |p1= cameraPos: [[Array]] - Relative camera position, format [x, z, y] | ||
| [[Array]] |= Return value | '''NOTE''': y and z are swapped around, different from your usual model space coordinates format |= Parameter 1 | ||
| worldPos: [[Array]] - Camera world position, format [[Position]] |= Return value | |||
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|x1= < | |x1= <code>_worldPos = [[positionCameraToWorld]] _cameraPos;</code> |= Example 1 | ||
|x2= Example demonstrating reversed y and z:<code>[[player]] [[setDir]] 0; //assuming player is looking forward | |||
[[hint]] [[str]] <nowiki>[</nowiki>[[positionCameraToWorld]] [0,0,0], [[positionCameraToWorld]] [0,0,1]]; | |||
//[[2481.35,567'''1'''.21,1.51395],[2481.35,567'''2'''.21,1.46955]] | |||
</code> |= Example 2 | |||
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The camera coordinate system is different from the model coordinate system: when [[modelToWorld]] uses [x, z | 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]; | positionCameraToWorld [5,10,15] == _camera modelToWorld [5,15,10]; |
Revision as of 19:21, 18 November 2013
Description
- Description:
- 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.
- Groups:
- Uncategorised
Syntax
- Syntax:
- worldPos = positionCameraToWorld cameraPos
- Parameters:
- cameraPos: Array - Relative camera position, format [x, z, y] NOTE: y and z are swapped around, different from your usual model space coordinates format
- Return Value:
- worldPos: Array - Camera world position, format Position
Examples
- 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:
- See also needed
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
Notes
- Posted on October 17, 2008 - 11:25
- Kronzky
-
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"}
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];
--Worldeater 22:45, 17 October 2010 (CEST)