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| 20:10 |
stephan48 |
hey, I got a entity setup as a cube, for my project i require that i can detect which face of it a player punched(with coords on this face) - for a single face I can "bullshit" my way around by using the fixed updown/leftright coordinates as a reference but without knowing what face i need to account for I can't do this properly - as the calculations(or rather directions I need to account for) |
| 20:10 |
stephan48 |
change per face. I tried to mess with faking the inputs to pointed_thing_to_face_pos which works for the single face, also raycasting fails me. any clues/hints/prior art I can peruse? https://paste.stejau.de/6b597a7f7a73 is my current code - an example of an entity https://filebase.stejau.de/b/d/9z2827/firefox_WfJr6obr7r.png |
| 20:12 |
stephan48 |
(punching flips the numbers on/off) i can expect the player to "look"(or rather be directly infront of) at the entites face which they should control, but even looking at the pointed_thing_to_face_pos code I so far fail to see an easy way to figure out the cloest face |
| 20:17 |
Krock |
stephan48: might pointed_thing.intersection_normal be helpful? |
| 20:17 |
stephan48 |
https://paste.stejau.de/9d8ab6066fbb looked at it before but it was 0/0/0 |
| 20:19 |
stephan48 |
aha! |
| 20:20 |
Krock |
current_raw_normal appears to be set properly in getSelectedActiveObjects |
| 20:23 |
stephan48 |
before i dropped all subsequent raycast results because i(as you can see in the code) got into a endless loop by not calling "pointed_thing = ray:next()" - now i get https://paste.stejau.de/5cdc7c4d856e |
| 20:24 |
stephan48 |
what should intersection_normal mean? |
| 20:25 |
stephan48 |
its stably different per side it seems |
| 20:25 |
stephan48 |
stably = i punch different areas on the face |
| 20:25 |
Krock |
why do you need to perform a raycast when there's already pointed_thing passed to on_punch? |
| 20:27 |
stephan48 |
for an entity? |
| 20:27 |
Krock |
oh nvm. it's just "dir" for entity callbacks |
| 20:27 |
stephan48 |
dir... hrm. |
| 20:28 |
Krock |
> `dir`: unit vector of direction of punch. Always defined. |
| 20:28 |
Krock |
at least that's more accurate than the player's direction (might depend on a separate packet) |
| 20:29 |
Krock |
dir_to_facedir might then be helpful |
| 20:35 |
stephan48 |
dir is stable it seems aslong as you punch the same face of the blog |
| 20:36 |
stephan48 |
dir_to_facedir gives me a single number with the face number which is stable when punching different entities |
| 20:41 |
Krock |
going offline. It's already late. I hope someone else got more ideas. |
| 20:42 |
stephan48 |
Krock: thank you so much for your help, i really appreciate it! |
| 20:42 |
Krock |
yw |
| 20:43 |
stephan48 |
with this i can do the probably hacky logic of just declaring the needed angles per face |
| 20:43 |
stephan48 |
since there are just 6, its not too icky |
| 20:56 |
stephan48 |
with raycasting i get the propper and fairly stable position of a punch on the face it seems, so time to run some calculations! |
| 21:06 |
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| 22:27 |
stephan48 |
with some more logic it now works :) |
| 22:30 |
stephan48 |
https://paste.stejau.de/9269e9d5e0dc this is the latest version of the code. still not completly happy - the offsets need some optimizing but it works! and out of lazyness i only consider two faces |
| 22:33 |
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