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IRC log for #minetest, 2022-10-12

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All times shown according to UTC.

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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*.
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07:45 MTDiscord <luatic> Why would you need a rotation matrix?
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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?
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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
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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.
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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).
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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.
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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).
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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
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