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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
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.