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  1. #1
    2briards's Avatar Member Authenticator enabled
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    Coords, zxy or xyz ?

    Just wondering.
    I want to make radar like stuff in my project and had a look at http://www.ownedcore.com/forums/worl...116-32bit.html (3D WoW Radar for 6.03.19116 32bit)

    What I do not understand is why coordinates are read here as Z - X - Y

    Code:
    typedef struct WoWPosition{
    	float z;
    	float x;
    	float y;
    	char blank[4];
    	float angle;
    } WoWPosition;
    
    typedef struct WoWCamera{
    	float z;
    	float x;
    	float y;
    	float zAngle;
    	float xAngle;
    	float yAngle;
    } WoWCamera
    
    case WOW_UNIT:;
    		Mem_ReadToBuff(objAddress+WOW_UNITPOSOFFSET,&obj->pos,sizeof(WoWPosition));
    		break;
    	case WOW_OBJ:;
    		Mem_ReadToBuff(objAddress+WOW_OBJPOSOFFSET,&obj->pos,sizeof(WoWPosition));
    		break;
    	}
    While I always thought they were stored in X - Y - Z format.

    Anyone willing to explain?

    Thanks

    Coords, zxy or xyz ?
  2. #2
    TOM_RUS's Avatar Legendary
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    They are in X,Y,Z order.

  3. #3
    2briards's Avatar Member Authenticator enabled
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    Originally Posted by TOM_RUS View Post
    They are in X,Y,Z order.
    Thanks Tom.

    So how can this program work correctly if they are swapped?:confused:
    Last edited by 2briards; 01-22-2015 at 10:08 AM.

  4. #4
    namreeb's Avatar Legendary

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    It just depends how you use them. You can call X Z if you want. Who cares?

  5. #5
    Jadd's Avatar 🐸 Premium Seller
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    WoW coordinates work like so:

    X = East/West
    Y = North/South
    Z = Up/Down

    Like namreeb said, the name is generally irrelevant. If you're using the coordinates in 3D functions (DirectX functions too, I think,) you may have to use the Z value in the place of Y, and vice versa.

  6. #6
    ioctl's Avatar Active Member
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    Some people are really hung up on X being east and Y being up, and they use their preferred names for the axes. This only leads to tears. Just accept the native coordinate space.

  7. #7
    Jadd's Avatar 🐸 Premium Seller
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    Originally Posted by ioctl View Post
    Some people are really hung up on X being east and Y being up, and they use their preferred names for the axes. This only leads to tears. Just accept the native coordinate space.
    If you ask me, Blizzard has got it right. I mean, the axes of two dimensions are X and Y, being east/west and north/south respectively. When transforming coordinates to three dimensions, you'd think they would keep the rules the same.. right?

  8. #8
    2briards's Avatar Member Authenticator enabled
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    Originally Posted by Jadd View Post
    WoW coordinates work like so:

    X = East/West
    Y = North/South
    Z = Up/Down

    Like namreeb said, the name is generally irrelevant. If you're using the coordinates in 3D functions (DirectX functions too, I think,) you may have to use the Z value in the place of Y, and vice versa.
    Thanks for all the reactions

    I'm used to the above "thinking" so I stick to that.

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