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Nick |
Message |
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05:52 |
lissobone |
It works. |
05:52 |
lissobone |
I have tried a different method of calculating its position on the radar, because the angle between two vectors cannot exceed 180 degrees (or 1 pi radians). |
05:53 |
lissobone |
Now I just shrunk the vector that points from the hunter to the huntee and made its length 1, and its coordinates are the point coordinates themselves. |
05:54 |
lissobone |
The y and x coordinates match the expectations, but only if the hunter is looking directly north. This high time for me to utilize the rotation matrix. |
05:56 |
lissobone |
This is high time*. |
06:09 |
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07:45 |
MTDiscord |
<luatic> Why would you need a rotation matrix? |
07:51 |
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08:10 |
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08:12 |
pgimeno |
it's an easy way to find the signed angle; lissobone wants the angle of a vector relative to another, not the angle between two vectors |
08:22 |
Oblomov |
atan2? |
08:48 |
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15:41 |
MTDiscord |
<Warr1024> "angle of a vector relative to another, not the angle between two vectors" <-- what does this even mean? |
15:42 |
rubenwardy |
I'm guessing that the former means the difference between two normalised vectors |
15:43 |
rubenwardy |
the latter is single number, the angle between two vectors on their shared plane |
15:43 |
rubenwardy |
or maybe they mean the angle to a position from a nother position? |
15:44 |
rubenwardy |
who knows |
15:44 |
MTDiscord |
<Warr1024> They're asking for an angle in both cases. It's like "no, dammit, I don't want to know the vector's magnitude, I just want to know how long it is." |
15:45 |
rubenwardy |
they probably meant rotation |
15:45 |
rubenwardy |
these sorts of questions need diagrams |
15:47 |
MTDiscord |
<Warr1024> haha, true.dat |
15:48 |
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17:57 |
MTDiscord |
<luatic> Well, it seems lissobone wants to project onto 2D first of all ("radar"). Then the relative position of the huntee to the hunter can be described as an angle angle = math.atan(rel_pos_z, rel_pos_x) and a magnitude dist = math.sqrt(rel_pos_x^2 + rel_pos_z^2). The yaw of the player can be found using yaw = player:get_look_horizontal(). To make the angle relative to the player rotation, simply inversely apply the player yaw by subtracting it |
17:57 |
MTDiscord |
from the angle angle = angle - yaw. Then the orientation-relative new pos is pos_x, pos_z = math.cos(angle) * dist, math.sin(angle) * dist. This can be done using matrices but isn't necessary for 2D. I might have messed up some signs / orientations here. |
18:05 |
MTDiscord |
<Warr1024> Hmm, the matrices thing is supposed to be "simpler" and more uniform regardless of dimensions, but it takes more up-front work to figure out the more complex math behind it. Doing the yaw/dist thing involves more mathy bits, but each bit is smaller. In this case, yeah, angle/distance is what I'd do (or even angle/dist^2) |
18:06 |
MTDiscord |
<Warr1024> I think you might want atan2 instead of atan, though, maybe? One of them handles the discontinous orthogonal case properly, as well as quadrant-disambiguation. |
18:13 |
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18:13 |
lissobone |
I have released the mod. |
18:14 |
Desour |
wanna post a link so we know what you meant with the angle from one vector to another thing? lissobone |
18:15 |
lissobone |
https://content.minetest.net/packages/LissoBone/manhunt/ |
18:15 |
lissobone |
I discarded the vector angle solution. |
18:15 |
lissobone |
An angle between two vectors cannot exceed 180 degrees. |
18:15 |
lissobone |
That's why I used something I wasn't taught in school. |
18:17 |
lissobone |
And the screenshots are old, the radar now is supposed to appear on the left due to some limitations I faced while making the HUD (different display resolution resulted in a highly unwanted red dot shift). |
18:22 |
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18:25 |
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18:25 |
lissobone |
I am back. |
18:29 |
MTDiscord |
<Warr1024> Right, an angle between 2 vectors cannot exceed 180 degrees, the same way you cannot be looking farther away from something than the exact wrong direction |
18:32 |
lissobone |
The matrices thing works fine, the compass now points directly at the speedrunner (it updates itself every few seconds, just like a real radar). |
18:32 |
lissobone |
The only things that bother me now are: |
18:32 |
lissobone |
Somewhat messy code. |
18:32 |
lissobone |
HUD remains even when the hunter drops their radar. |
18:33 |
lissobone |
And also the third very important thing which I forgot about. |
18:33 |
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18:33 |
lissobone |
Oh, yeah, the radar hud looks horrible. |
18:34 |
lissobone |
It's just an edited and upscaled version of the item icon. |
18:36 |
lissobone |
It could've been better, but the upper arc looks legitimately terrible where it bends down and then connects with the main body. |
18:38 |
lissobone |
I just need to pass something like activate_closure(itemstack, player) and minetest.item_drop(itemstack, player, player:get_player_pos()) to the on_drop variable in the item registration. |
18:38 |
lissobone |
Activate closure. |
18:39 |
lissobone |
Deactivate windows. |
18:40 |
lissobone |
I don't know why is "deactivate windows" so funny. |
18:43 |
Desour |
because in the real world, you let windows deactivate all by itself over time |
18:43 |
lissobone |
Well, that's technically true. |
18:43 |
lissobone |
Not only technically, but factually true. |
18:44 |
Desour |
deactivate itself ...* |
18:44 |
MTDiscord |
<LandarVargan> https://github.com/MrGlockenspiel/activate-linux |
18:45 |
lissobone |
Does windows actually deactivate itself over tiInterrupted. What the [Fifty-percent off!] is that? |
18:45 |
lissobone |
Well, where is "deactivate linux"? |
18:57 |
lissobone |
Now I've got a question if it's possible to remove the HUD and then drop the device on the ground. |
18:58 |
lissobone |
Well, it's definitely possible, but my last attempt only generated unlimited radars. |
18:58 |
lissobone |
How to simulate a natural item dropping process? |
18:59 |
lissobone |
As if it was dropped with the default settings. |
18:59 |
lissobone |
(default settings = untouched on_drop). |
19:04 |
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19:05 |
lissobone |
minetest.item_drop drops the switched off radar, but, for some reason, even after removing it directly, a switched on one remains. |
19:10 |
lissobone |
I might be doing something wrong. |
19:11 |
lissobone |
To solve the problem, I shall start from the very beginning of the issue_resolution_process. |
19:24 |
Desour |
player:set_wielded_item(minetest.item_drop(player:get_wielded_item(), player, ...) |
19:24 |
Desour |
something like that |
19:26 |
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