screenToWorld: Difference between revisions
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{{ | {{RV|type=command | ||
| arma2 | |game1= arma2 | ||
|version1= 1.00 | |||
|1.00 | |game2= arma2oa | ||
|version2= 1.50 | |||
|game3= tkoh | |||
|version3= 1.00 | |||
|game4= arma3 | |||
|version4= 0.50 | |||
|gr1= Positions | |gr1= Positions | ||
| Returns the position on landscape ([[PositionAGL]]) corresponding to the given point on screen (in UI coordinates). | |descr= Returns the position on landscape ([[Position#PositionAGL|PositionAGL]]) corresponding to the given point on screen (in UI coordinates). | ||
{{Feature | informative | This command performs an intersection with the ground/water surface, from the camera position along the [[screenToWorldDirection]] vector up to {{hl|viewDistance}} for terrain intersection and {{hl|2 * viewDistance}} for water intersection. In other words, it's similar to doing: | |||
<sqf> | |||
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 doesn't go beyond 2 * view distance | |||
ASLtoAGL terrainIntersectAtASL [_p1, _p2] | |||
</sqf> | |||
}} | |||
| | |s1= [[screenToWorld]] screen | ||
|p1= screen: [[Array]] - | |p1= screen: [[Array]] - screen position [x,y] (see [[SafeZone]] for more info) | ||
| | |r1= [[Array]] - [[Position#PositionAGL|PositionAGL]], world position on surface [x,y,0] | ||
| | |s2= camera [[screenToWorld]] position | ||
| [[ | |p21= camera: [[Object]] - camera object | ||
|p22= position: [[Array]] - screen position [x,y] (see [[SafeZone]] for more info) | |||
| | |r2= [[Array]] - [[Position#PositionAGL|PositionAGL]], world position on surface [x,y,0] | ||
|x1= <sqf>_wPos = screenToWorld [0.5, 0.5];</sqf> | |||
| [[SafeZone]] | |seealso= [[SafeZone]] [[worldToScreen]] [[screenToWorldDirection]] | ||
}} | }} | ||
Latest revision as of 11:38, 6 June 2024
Description
- Description:
- Returns the position on landscape (PositionAGL) corresponding to the given point on screen (in UI coordinates).
- Groups:
- Positions
Syntax
- Syntax:
- screenToWorld screen
- Parameters:
- screen: Array - screen position [x,y] (see SafeZone for more info)
- Return Value:
- Array - 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:
- Array - PositionAGL, world position on surface [x,y,0]
Examples
- Example 1:
Additional Information
- See also:
- SafeZone worldToScreen screenToWorldDirection
Notes
-
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