Camera: Difference between revisions

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===camera by kynox===
===camera by kynox===
class CCamera
class CCamera
{
{
char unknown0[8];
public:
float xPos; //0008
virtual void function0(); //
float yPos; //000C
virtual void function1(); //
float zPos; //0010
virtual void function2(); //
float SomeotherUpDown; //0014
virtual void function3(); //
float LookLeftRight; //0018
char unknown4[4]; //0x0004
float LookUpDown; //001C
idVec3 vecPos; //0x0008          This is just a normal 3D Vector, X,Y,Z
char unknown1[12];
idMat3 vecViewMatrix; //0x0014  This is a 3x3 Matrix. 9 floats
float RollRight; //002C
float ID02621370; //0x0038 
float RollLeft; //0030
float ID025E7F40; //0x003C 
float unkChangesWhenUpDown; //0034
float fFov; //0x0040 
char unknown2[8]; // 0038-0040
};//Size=0x0044(68)
float FOV; // 0040
};

Revision as of 21:13, 15 March 2008

The camera memory block is longer than documented here however im not sure where it ends. The first 4 Z,X,Y,Z apears later again in a "unchangeable" format (for refrence or config?). These offets are the only visible changeable values in the block.

Memory CameraBlock by By Malu05
Offset	Description
0x0	CamZ
0x4	RotX
0x8	RotY    
0xc	RotZ       
0x10	UpdownX (Ignores Colission) (From $val to $start)      
0x14	YawCam       
0x18	UpdownZ      
0x1c	ForcedReturn   
0x20	FOV(Field Of View)   
0x24	UpdownX (Accepts Colission) (From $val to $start)   
0x28	??
0x2C	??   
0x30	??   
0x34	??   
0x38	DownUpX (Ignores Colission) (From $start to $val)
0x42	??
0x46	??
0x50	Scroll Smoothing (Freezing this value makes the scroll Zooming "laggy")
0x54	Scroll Zoom in ( Freezing this value makes the scroll Zooming-in instantly "x to min")
0x58	Scroll Zoom out ( Freezing this value makes the scroll Zooming-out instantly "x to max")
0x62	??
0x66	??
0x70	??
0x74	??
0x78	??
0x72	?? (reletated to scrolling)
0x76	?? (reletated to scrolling)

camera by kynox

class CCamera { public: virtual void function0(); // virtual void function1(); // virtual void function2(); // virtual void function3(); // char unknown4[4]; //0x0004 idVec3 vecPos; //0x0008 This is just a normal 3D Vector, X,Y,Z idMat3 vecViewMatrix; //0x0014 This is a 3x3 Matrix. 9 floats float ID02621370; //0x0038 float ID025E7F40; //0x003C float fFov; //0x0040 };//Size=0x0044(68)