Graphics::world3dToScreen2d

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Revision as of 00:59, 11 January 2018 by Kubas (talk | contribs)

Convert a world coordinate into its relative screen coordinate. (WorldToScreen)

Returns a boolean; whether or not the operation was successful. It will return false if the coordinates given are not visible to the rendering camera.


For .NET users...

VB:
Public Shared Function World3DToScreen2d(pos as vector3) As Vector2

Dim x2dp, y2dp As New Native.OutputArgument

Native.Function.Call(Of Boolean)(Native.Hash.GET_SCREEN_COORD_FROM_WORLD_COORD , pos.x, pos.y, pos.z, x2dp, y2dp)
Return New Vector2(x2dp.GetResult(Of Single), y2dp.GetResult(Of Single))

End Function

C#:
Vector2 World3DToScreen2d(Vector3 pos)
{
var x2dp = new OutputArgument();
var y2dp = new OutputArgument();

Function.Call<bool>(Hash.GET_SCREEN_COORD_FROM_WORLD_COORD , pos.X, pos.Y, pos.Z, x2dp, y2dp);
return new Vector2(x2dp.GetResult<float>(), y2dp.GetResult<float>());
}
//USE VERY SMALL VALUES FOR THE SCALE OF RECTS/TEXT because it is dramatically larger on screen than in 3D, e.g '0.05' small.

Used to be called _WORLD3D_TO_SCREEN2D

I thought we lost you from the scene forever. It does seem however that calling SET_DRAW_ORIGIN then your natives, then ending it. Seems to work better for certain things such as keeping boxes around people for a predator missile e.g.

Syntax

mp.game.graphics.world3dToScreen2d(worldX, worldY, worldZ);

Required Arguments

  • worldX: float
  • worldY: float
  • worldZ: float
  • screenX: float
  • screenY: float

Return value

  • object: x, y

Example

// todo

See also