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  1. #1
    yellowspark's Avatar Contributor
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    Mesh Problem

    Hello,

    I recently started to build my own MeshGenerator based on WoWMapper and BananaMPQ, however I am facing some issues.

    1) The rotation seems to be flipped which makes the navigation in Recast hilariously hard. This is how it looks like on startup:

    [img]https://push.********/CXUPdpdm.png[/img]

    I tried mixing around the cords, however the result just seems to be worse.


    2) The poly mesh is completely wrong and I can't generate any path where I should be able to, only on mesh where I shouldn't be able to?

    [img]https://push.********/EWPPHOhj.jpg[/img]


    Thanks

    Mesh Problem
  2. #2
    abdula123's Avatar Sergeant
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    ADT/v18 - WoWDev

    It's important to remember that:

    Unlike most coordinate systems Z is used for the height, Y is used for the width and X is used for the depth.
    Y is "reversed". The more you go to the right (if north is up), the more it decreases.
    I can understand why they use Z as height, but can't - why they reverse east-west (in game roll rotation is counter-clockwise, and Y is inverted)
    Last edited by abdula123; 11-02-2014 at 01:47 PM.

  3. #3
    ostapus's Avatar Active Member
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    // wow to recast
    inline static void w2r(const float *o, float *r)
    {
    r[0] = -o[1]; r[1] = o[2]; r[2] = -o[0];
    }

    // recast to wow
    inline static void r2w(const float *o, float *r)
    {
    r[0] = -o[2]; r[1] = -o[0]; r[2] = o[1];
    }

  4. #4
    ioctl's Avatar Active Member
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    Originally Posted by abdula123 View Post
    I can understand why they use Z as height, but can't - why they reverse east-west (in game roll rotation is counter-clockwise, and Y is inverted)
    It's a right-handed coordinate system. They're by far the most common in pure math and physics, and the default in OpenGL.

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