GetScreenFromWorldPosition: Difference between revisions

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m (Updated the page a little. Still needs checking I think.)
m (Added default values for optional arguments.)
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==Syntax==
==Syntax==
<syntaxhighlight lang="lua">
<syntaxhighlight lang="lua">
float float getScreenFromWorldPosition ( float x, float y, float z [, float edgeTolerance, bool relative] )
float float getScreenFromWorldPosition ( float x, float y, float z [, float edgeTolerance=0, bool relative=false] )
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Revision as of 12:19, 7 June 2009

This function gets the screen position of a point in the world. This is useful for attaching 2D gui elements to parts of the world (e.g. players) or detecting if a point is on the screen (though it does not check if it is actually visible, you should use processLineOfSight for that).

Syntax

float float getScreenFromWorldPosition ( float x, float y, float z [, float edgeTolerance=0, bool relative=false] )

Required Arguments

  • x: A float value indicating the x position in the world.
  • y: A float value indicating the y position in the world.
  • z: A float value indicating the z position in the world.

Optional Arguments

NOTE: When using optional arguments, you might need to supply all arguments before the one you wish to use. For more information on optional arguments, see optional arguments.

  • edgeTolerance: A float value indicating the tolerance which is used to calculate the screen position of positions that are slightly off-screen
  • relative: Bool that indicates if the returned x/y positions are relative to the screen size

Returns

Returns two x, y floats indicating the screen position if successful, false otherwise.

See Also