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Skyline Forums • View topic - World Position of GUI Item
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World Position of GUI Item

World Position of GUI Item

Postby Shando » 16 Sep 2017, 05:51

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Re: World Position of GUI Item

Postby SolarPortal » 16 Sep 2017, 11:03




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Re: World Position of GUI Item

Postby Shando » 16 Sep 2017, 13:41

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Re: World Position of GUI Item

Postby SolarPortal » 16 Sep 2017, 16:44

Q) Does it require depth into the scene, or are you need the world space position just in front of camera. As this could be done in c++ by creating a plane in front of the camera and raycasting to that to achieve world space position as if the lens of a camera so to speak or does it need the position of where its placed in the scene.

Also with the current raycasting and it returning zero. This is an absolute zero that is highly unlikely to be that matched on a floating point range while raycasting.. e.g. 0.0001 still will not match to absolute zero 0.0000, this way you can do straight raycast to model level or choose a base depth if it equals absolute zero. So if you can do the click and drag of the gui icon and then use normal raycasting, i cant see why you couldnt place asset directly where needed. :)

With the screen to worldpos, there are 2 types. Screen to world space camera coords .e.g. make a character look at the cursor on screen. Or you can make the character look at a world space ray point based on cursor screen pos... e.g. one looks at camera cursor, the other looks away from camera and at a raycasted surface.



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Re: World Position of GUI Item

Postby Shando » 16 Sep 2017, 21:56

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Re: World Position of GUI Item

Postby Shando » 09 Oct 2017, 06:43

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Re: World Position of GUI Item

Postby SolarPortal » 09 Oct 2017, 10:44

Is there any reference code you have found while researching to give us a head start..
i'm sure something will be possible based on the bounds of an object and the bounds of the frustum.
Not quite sure of the top of my head though without some form of reference.

Your project is certainly a hard one to visualise without any reference haha :P
Did you try attaching the plane to the camera? Coz that way, it will always be visible regardless of rotation and will be able to raycast to it.



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Re: World Position of GUI Item

Postby Shando » 09 Oct 2017, 12:55

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Re: World Position of GUI Item

Postby SolarPortal » 09 Oct 2017, 14:07

which ray command are you using?

because we do use query flags to stop raycasting to itself, but depending on which raycast your using then it may or may not be implemented... :)

Good that your up and running though haha :P and no worries about the time wasted.. just had me a bit baffled lol :P



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Re: World Position of GUI Item

Postby Shando » 09 Oct 2017, 21:31

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Re: World Position of GUI Item

Postby SolarPortal » 09 Oct 2017, 21:56




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