DB/WorldMapTransforms: Difference between revisions
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struct WorldMapTransformsRec { | struct WorldMapTransformsRec { | ||
uint32_t m_ID; | |||
uint32_t m_mapID; | |||
float m_regionMin[3]; | float m_regionMin[3]; | ||
float m_regionMax[3]; | float m_regionMax[3]; | ||
uint32_t m_newMapID; | |||
float m_regionOffset[2]; | float m_regionOffset[2]; | ||
uint32_t m_newDungeonMapID; | |||
uint32_t m_flags; | |||
uint32_t m_newAreaID; | |||
float m_regionScale; | float m_regionScale; | ||
}; | }; | ||
[[Category:DBC]] | [[Category:DBC]] | ||
[[Category:DBC_WotLK]] | [[Category:DBC_WotLK]] |
Revision as of 21:27, 2 November 2014
This is used for displaying the world map UI. Some zones (like draenei and boold elves starting zones in the current data files) are physically stored in a map (ADT, Expansion01) different from the map where they are shown on the world map UI (Azeroth / Kalimdor). Therefore in order to display zones, and likely player positions, correctly on the world map UI (global continent maps), their coordinates must be mapped from physical map to virtual map (add x and y offsets from this dbc to their position and then you can transform coordinates to display it on new map). When a virtual map is identified in WorldMapArea.dbc the data for transforming coordinates between the two maps is found here in WorldMapTransforms.dbc. - From Source Peek Wiki
Header Info
Records.....................8 Fields.....................10 Record Size................40 String Block Size...........1
Structure
Column Field Type Notes 1 ID Integer 2 iRefID_mapID Integer Source map 3 regionMinX Float X1 | upper left corner 4 regionMinY Float Y1 | upper left corner 5 regionMaxX Float X2 | lower right corner 6 regionMaxY Float Y2 | lower right corner 7 iRefID_newMapID Integer Destination map 8 regionOffsetX Float 9 regionOffsetY Float cata newDungeonMapID Integer
Retrieved from "http://www.sourcepeek.com/wiki/WorldMapTransforms.dbc"
6.0.1.18179
struct WorldMapTransformsRec { uint32_t m_ID; uint32_t m_mapID; float m_regionMin[3]; float m_regionMax[3]; uint32_t m_newMapID; float m_regionOffset[2]; uint32_t m_newDungeonMapID; uint32_t m_flags; uint32_t m_newAreaID; float m_regionScale; };