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#472218 - 04/16/18 22:49 determine relative angle
Blobfist Offline
Newbie

Registered: 03/20/18
Posts: 37
I am playing around with angles and ran into a little thought error.

The actual moving character is the transparent box, while the animated model is simply attached to it.

The box always faces in the direction of where it is moving, while the animated character faces towards it`s enemy.

The attached character should play in relation to the angle of the transparent box the correct walking animation (strafe forward, left, right, back).



This is my attempt:




Code:
//calculate angle relation between [b]my[/b] and [b]enemy[/b]
var target_ang = abs(ang(bbox.pan - my.pan));



I can correctly define when the character is facingin the same or opposite direction as the box it is attached to.

Code:
//if ((target_ang >= 0) && (target_ang < 45))//facing within 45 degrees the same direction
//if ((target_ang >= 135) && (target_ang < 180))//facing within 45 degrees the opposite direction




However, determining if it is facing to the left or the right side, does not seem to work.

Code:
if ((target_ang >= 45) && (target_ang < 90))//facing within 45 degrees the left

if ((target_ang >= 90) && (target_ang < 135))//facing within 45 degrees the right




Could anybody point out my error?








Edited by Blobfist (04/16/18 23:29)

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#472227 - 04/17/18 13:01 Re: determine relative angle [Re: Blobfist]
txesmi Online
Serious User

Registered: 06/13/07
Posts: 1140
Loc: Hiporope and its pain
Hi,
one problem comes from removing the sign to 'target_ang'.

Code:
var target_ang = ang(bbox.pan - my.pan);
if (abs(target_ang) < 45) { // [-45, 45]
   // front
} else if (abs(target_ang < 135) { // [-135, -45], [45, 135]
   if (target_ang > 0) { // [45, 135]
      // left
   } else { // [-135, -45]
      // right
   }
} else { // [< -135][135 >]
   // back
}



if it is only to find the correct animation you might store their names in a TEXT and find its index from the angles.

Code:
TEXT *txtAnim = { string = ("front", "left", "back", "right"); }
...
var animIndex = floor((180 + ang(bbox.pan - my.pan - 22.5)) / 90);
ent_animate(me, (txtAnim.pstring)[animIndex], ...);



Salud!


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