GW2's Mumble Link - missing vector data
fCameraFront is derived directly from our camera data. fAvatarFront does force the z axis to be 0, but it normalizes out the z axis into the x and y coordinate. Maybe your structure is wrong?
Note, I didn’t test it to see if the fCameraFront1 is always 0, maybe it is. If so, it might be fixable.
What are you trying to do?
I’m trying to project an icon onto the player screen (drawing a transparent window over the game in windowed mode). To draw the icon properly, I need to know the pitch of the camera, which should be obtainable from the z-axis portion of the normalized fCameraFront[] vector. Unfortunately, fCameraFront [ 1 ] is always reporting as 0, so the camera facing is only being projected onto the x/y plane.
I noticed that fAvatarFront [ 1 ] is also being forced to 0. That seems approrpriate, as the player character can’t pitch and should always be standing upright. But imo, fCameraFront [ 1 ] being should be available, as the camera angle can be pitched by the player’s mouse.
EDIT: Also just to note, all the other vector data from the struct is accuracte. fAvatarPosition and fCameraPosition work properly, and I can get a pretty good estimate of the camera facing from those points. But when the camera clips on a hill or something, or you pitch really high or low, the vector extrapolated from those points gets wonky.
EDIT: P.S. Thanks for the quick response, I’m always amazed by how attentive you are to this forum. It is much appreciated.
(edited by Bear on the job.6273)
Yeah, that makes sense to me. I’ve filed a bug on it.
Thanks much. I was getting frustrated trying to use the estimated vector. If the fCameraFront[] vector will eventually report the full camera facing, along with fCameraPosition[] being the actual position (taking clipping into account) that will make things worlds easier.
A fix to the missing z-axis would be very much appreciated.
I was getting kinda mad trying to resolve this issue until i found this post here.
I’m trying to build an application like the one Bear on the job is working on. It will bring up Information to the player within a transparent window, a bit like a H.U.D.
It is part of a complete Solution for my guild to enhance the experience of the game.
It has a Client Server Architecture (WPF Service on an IIS with a SQL DB behind and a WPF Client) which provides a calendar, wvw live maps, boss-event timer, countdowntimer, an imagegallery, own chats and a lot more useful functions shared within my guild.
The H.U.D will be the central display unit for all those informations.
But without the z-axis i cannot place the icons correct, when the player pitches his camera.
And thank you for your fast response Cliff an that great API you are providing for us!
go with the flow
This should be fixed in the latest patch.