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Compatibility: | Harrowstorm (5.3.5) Elsweyr (5.0.5) |
Updated: | 03/11/20 01:27 PM |
Created: | 04/13/17 12:39 PM |
Monthly downloads: | 2,403 |
Total downloads: | 327,009 |
Favorites: | 270 |
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## DependsOn: Lib3D
lib3D:RegisterWorldChangeCallback("MyAddonName", function(identifier, zoneIndex, isValidZone, isNewZone) if isNewZone then d("a new 3D world/zone was entered") end end)
example/example.xml example/example.lua
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Shinni |
05/29/19 12:56 PM |
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Shinni |
05/26/19 02:36 PM |
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Shinni |
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Shinni |
02/27/19 10:11 AM |
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Shinni |
10/26/18 06:26 AM |
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Shinni |
10/24/18 01:27 PM |
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04/13/17 12:39 PM |
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File comments: 47
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I was wondering that too. Any chance of an updated version that declares compatibility with Greymoor and Markarth?
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JLE |
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Wild version numbers?
The version of Lib3D that is included in HarvestMap is 3.13, whereas the version that Minion says is the latest standalone is 3.12.
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Shadowfen |
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Shadowfen |
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Micke2nd |
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nil will be returned
Hi!
![]() Calling WorldToGlobal (x, z) returns x and nil. ------------------------------- function lib:WorldToGlobal(x, z) x = x * self.currentWorldToGlobalFactorend -------------------------------- |
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Marify |
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height
Hi
I'm a bit confused and might need some help here. I have an issue regarding the height. In the example you're using the camera's height, which is constantly changing when the player is moving around. So using that height isn't most likely a good idea. Yet, i'm unable to find any information about the height of items. If we talk about the example on the addon's main page, the player is being used as location. is there a way to use the heading ( GetMapPlayerPosition(string unitTag) Returns: number normalizedX, number normalizedZ, number heading ) as some measurement of the current location? I'm not really getting how all those map pins, which are set dynamically are capable of getting the right height while the camera height is obviously the wrong height to use. |
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Sordrak |
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Great news. Thanks a lot!
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Shinni |
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ZOS Staff!
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The first change I'll be making is to automatically update the origin point on any toplevel gui render space that is using the WORLD system when the player moves more than 1KM from the origin. The second change will be adding GuiRender3DPositionToWorldPosition and WorldPositionToGuiRender3DPosition. And the third will probably be to never use the integer world coordinates ever again in Lua.
Last edited by ZOS_ChipHilseberg : 04/14/17 at 02:30 PM.
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ZOS_ChipHilseberg |
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If the player moves 1km away from the origin of the GUI world coordinate system, then the origin is shifted to the current player position. This results in all existing 3D textures to be shifted by 1km. Currently the library has to check every single frame, if the origin of the coordinate system changed. If a change occured, the library updates the position of existing controls to compensate for the shift. An event would make this a lot easier, performant and accurate. |
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Shinni |
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ZOS Staff!
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If it would be useful to you we could expose a function that converts from what the GUI calls world coordinates to what the game client would call world coordinates (the integral centimeter values that you see in the housing APIs).
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ZOS_ChipHilseberg |
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