sprite(whichSprite).camera.spriteSpaceToWorldSpace(loc) sprite(whichSprite).camera(index).spriteSpaceToWorldSpace(loc)
3D command; returns a world-space position that is found on the specified cameras projection plane that corresponds to a location within the referenced sprite.
The projection plane is defined by the camera's X and Y axes, and is at a distance in front of the camera such that one pixel represents one world unit of measurement. It is this projection plane that is used for the sprite display on stage.
The camera.spriteSpaceToWorldSpace() form of this command is a shortcut for using camera(1).spriteSpaceToWorldSpace().
All cameras that are used by the referenced sprite will respond to the spriteSpaceToWorldSpace command as if their display rect is the same size as the sprite.
loc Required. Specifies the location in the referenced sprite. This location should be a point relative to the sprites upper-left corner.
This statement shows that the point (50, 50) within sprite 5 is equivalent to the vector (-1993.6699, 52.0773, 2263.7446) on the projection plane of the camera of sprite 5:
-- Lingo put sprite(5).camera.spriteSpaceToWorldSpace(point(50, 50)) -- vector(-1993.6699, 52.0773, 2263.7446) // Javascript put (sprite(5).camera.spriteSpaceToWorldSpace(point(50, 50)) ); //<vector(-1993.6699, 52.0773, 2263.7446)>