positionCameraToWorld: Difference between revisions

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<dd class="note">
By measuring the distance between the camera and the player one can determine whether 1st-person or 3rd-person view is being used:
By measuring the distance between the camera and the player one can determine whether 1st-person or 3rd-person view is being used:
<pre>if ((positionCameraToWorld [0,0,0] distance player)>2) then {hint "3rd person"} else {hint "1st person"}</pre>
<code>[[if]] (([[positionCameraToWorld]] [0,0,0] [[distance]] [[player]])>2) [[then]] {[[hint]] "3rd person"} [[else]] {[[hint]] "1st person"};</code>
<dd class="notedate">Posted on 22:45, 17 October 2010 (CEST)
<dd class="notedate">Posted on 22:45, 17 October 2010 (CEST)
<dt class="note">[[User:Worldeater|Worldeater]]<dd class="note">
<dt class="note">[[User:Worldeater|Worldeater]]<dd class="note">
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:
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:
<code>positionCameraToWorld [5,10,15] == _camera modelToWorld [5,15,10];</code>
<code>[[positionCameraToWorld]] [5,10,15] == _camera [[modelToWorld]] [5,15,10];</code>
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<dt class="note">[[User:AgentRevolution|AgentRevolution]]</dt>
<dt class="note">[[User:AgentRevolution|AgentRevolution]]</dt>
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<dd class="note">
When over land, the position returned is in format '''[[PositionATL]]''', and over sea, '''[[PositionASLW]]'''.
When over land, the position returned is in format [[PositionATL]], and over sea, [[PositionASLW]].
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Revision as of 02:14, 15 September 2014

-wrong parameter ("Arma") defined!-1.00
Hover & click on the images for description

Description

Description:
PositionCameraToWorld.jpg
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:
modelToWorld

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"};
Posted on 22:45, 17 October 2010 (CEST)
Worldeater
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];

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Posted on July 20, 2014 - 20:07 (UTC)
AgentRevolution
When over land, the position returned is in format PositionATL, and over sea, PositionASLW.