positionCameraToWorld
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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
-
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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)