GetScreenFromWorldPosition

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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=true ] )

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 distance the position can be off screen before the function returns false.
  • relative: A boolean value that indicates if edgeTolerance is in pixels [false], or relative to the screen size [true].

Returns

Returns two x, y floats indicating the screen position and float distance between screen and given position if successful, false otherwise.

Example

Click to collapse [-]
Client-side Script

This example add a '3d' text at coordinates 0, 0, 0 (center of map).

addEventHandler ( "onClientRender", root,
function ( )
	if ( getDistanceBetweenPoints3D ( 0, 0, 3, getElementPosition ( localPlayer ) ) ) < 50 then
		local coords = { getScreenFromWorldPosition ( 0, 0, 3 ) }
		if coords[1] and coords[2] then
			dxDrawText ( "Hello !", coords[1], coords[2], coords[1], coords[2], tocolor(255,255,255), 1, "default-bold" )
		end
	end
end )

See Also