Camera: Difference between revisions

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The first 4 Z,X,Y,Z apears later again in a "unchangeable" format (for refrence or config?).
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.
These offets are the only visible changeable values in the block.
===Static Offset===
Data For 2.4.1 // 2008 By Malu05
Static Offset for Camera (level 2 pointer):
Level 1 = 0x00DD8FB4
Level 2 + 0x732C
CamZ is located 0x100 over Level 2
===Camera Offsets===


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


===camera by kynox===
===camera by kynox===

Revision as of 19:13, 14 May 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.

Static Offset

Data For 2.4.1 // 2008 By Malu05
Static Offset for Camera (level 2 pointer): 
Level 1 = 0x00DD8FB4
Level 2 + 0x732C
CamZ is located 0x100 over Level 2

Camera Offsets

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