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PositionCameraToWorld

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开始使用于

游戏:
Armed Assault
版本:
1.00

描述

描述:

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.

基本句法

句法:
positionCameraToWorld cameraPos
参数:
cameraPos: PositionRelative - Relative camera position, format [x, z, y]


NOTE: y and z are swapped around, different from your usual model space coordinates format

返回值:
Array - Camera world position, format PositionAGL

范例

范例1:
_worldPos = positionCameraToWorld _cameraPos;

范例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]]

额外资讯

多人游戏:
-
也可以看看:

modelToWorldmodelToWorldVisualgetCameraViewDirectionweaponDirectioneyeDirectionvectorDirvectorDirVisual

注意事项

此处撰写句法皆为可行用法. 可到官网[1]专页回报错误. 你可以使用讨论页面或是论坛来进行讨论.
新增注意事项 | 如何新增?

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];

Bottom Section

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

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