positionCameraToWorld: Difference between revisions

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|gr2= Positions
|gr2= Positions


|descr=[[File:PositionCameraToWorld.jpg|right|120x120px]]Transforms position from camera coordinate space to world coordinate space.  
|descr= [[File:PositionCameraToWorld.jpg|right|200px]]Get the world coordinate space ({{Link|Position#PositionAGL|AGL}}) from a camera-relative position.<br>


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.


|s1= [[positionCameraToWorld]] cameraPos
|s1= [[positionCameraToWorld]] cameraPos


|p1= cameraPos: [[Position#PositionRelative|PositionRelative]] - Relative camera position, format [x, z, y]{{Feature | important | Note that y and z for this command are swapped around, which is different from your usual model space coordinates format}}
|p1= cameraPos: [[Position#PositionRelative|PositionRelative]] - relative camera position, format '''[x, z, y]''' (X = left-right, Z = below-above, Y = back-front)
{{Feature|important|This command has Y and Z axes swapped around, which is different from the usual model space coordinates format ({{Link|Position|[x, y, z]}}).}}


|r1= [[Array]] - camera world position, format [[Position#PositionAGL|PositionAGL]]
|r1= [[Array]] - camera world position, format [[Position#PositionAGL|PositionAGL]]
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|x1= <sqf>_worldPos = positionCameraToWorld _cameraPos;</sqf>
|x1= <sqf>_worldPos = positionCameraToWorld _cameraPos;</sqf>


|x2= Example demonstrating reversed y and z:
|x2= Example demonstrating reversed Y and Z:
<sqf>
<sqf>
player setDir 0; // assuming player is looking forward
player setDir 0; // assuming player is looking forward
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*/
*/
</sqf>
</sqf>
|x3= <sqf>_cameraAGLPosition = positionCameraToWorld [0,0,0];</sqf>


|seealso= [[modelToWorld]] [[modelToWorldVisual]] [[getCameraViewDirection]] [[weaponDirection]] [[eyeDirection]] [[vectorDir]] [[vectorDirVisual]]
|seealso= [[modelToWorld]] [[modelToWorldVisual]] [[getCameraViewDirection]] [[weaponDirection]] [[eyeDirection]] [[vectorDir]] [[vectorDirVisual]]

Latest revision as of 23:27, 24 March 2024

Hover & click on the images for description

Description

Description:
PositionCameraToWorld.jpg
Get the world coordinate space (AGL) from a camera-relative position.
Groups:
Camera ControlPositions

Syntax

Syntax:
positionCameraToWorld cameraPos
Parameters:
cameraPos: PositionRelative - relative camera position, format [x, z, y] (X = left-right, Z = below-above, Y = back-front)
This command has Y and Z axes swapped around, which is different from the usual model space coordinates format ([x, y, z]).
Return Value:
Array - camera world position, format PositionAGL

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] ] */
Example 3:
_cameraAGLPosition = positionCameraToWorld [0,0,0];

Additional Information

See also:
modelToWorld modelToWorldVisual getCameraViewDirection weaponDirection eyeDirection vectorDir vectorDirVisual

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
Kronzky - c
Posted on Oct 17, 2008 - 11:25 (UTC)
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" };
Worldeater - c
Posted on Oct 17, 2010 - 22:45 (UTC)
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];