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TFormPoint
Narta Xaymar Dirks edited this page Oct 28, 2026
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TFormPoint:Void x:Float32, y:Float32, z:Float32, source_entity:Int32, dest_entity:Int32| Parameter | Mode | Type | Default | Description |
|---|---|---|---|---|
x |
In | Float32 | required | X of the point in the source space. |
y |
In | Float32 | required | Y of the point in the source space. |
z |
In | Float32 | required | Z of the point in the source space. |
source_entity |
In | Int32 | required | Entity whose space the point is in, or 0 for the world. |
dest_entity |
In | Int32 | required | Entity whose space the result should be in, or 0 for the world. |
Converts a point from the coordinate system of one entity to that of another. Every entity has its own space with its origin at the entity's position, and the axes turned and scaled with it. The world is the space of entity 0. The converted point is stored and read back with TFormedX, TFormedY and TFormedZ.
Use it to find where something attached to an entity is in the world, for example the muzzle of a gun, or to turn a world position into one that is relative to a door or an elevator.
Graphics3D 320, 240, 0, 2
SetBuffer BackBuffer()
; A pivot at x=10, turned 90 degrees and twice as big as normal.
ship = CreatePivot()
PositionEntity ship, 10, 0, 0
RotateEntity ship, 0, 90, 0
ScaleEntity ship, 2, 2, 2
; The point one unit in front of the ship, in the world.
TFormPoint 0, 0, 1, ship, 0
Text 8, 8, "World: " + TFormedX() + ", " + TFormedY() + ", " + TFormedZ()
; And the world position 12, 0, 0 as seen from the ship.
TFormPoint 12, 0, 0, 0, ship
Text 8, 24, "Local: " + TFormedX() + ", " + TFormedY() + ", " + TFormedZ()
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