View Issue Details
ID | Project | Category | View Status | Date Submitted | Last Update |
---|---|---|---|---|---|
0000460 | Gameplay + OpenGL | [All Projects] Feature | public | 2017-03-21 11:11 | 2017-03-28 18:04 |
Reporter | RockstarRaccoon | ||||
Assigned To | |||||
Priority | normal | Severity | minor | Reproducibility | have not tried |
Status | resolved | Resolution | fixed | ||
Summary | 0000460: Implement getLineX and getLineY | ||||
Description | I'd like for you to implement the getLineX and getLineY specials from Eternity. These take in a lineID, a fixed called "ratioAlongLine", and a fixed called "distanceFromLine" They return a point that is the line's first vertex, plus the difference between the vertexes multiplied by "ratioAlongLine", plus the normal multiplied by "distanceFromLine". If they just returned a midpoint for now and ignored the second two arguments, I think everyone would be happy. Preferably, one would be able to pass 0 for the line ID and get the line that called it. | ||||
Steps To Reproduce | Untested, hypothetical code which won't work and is probably only half of what you need... [code=C++]fixed GetLineX(int lineId, fixed ratioAlongLine, fixed distanceFromLine) { return ln->v1->x + (ln->v2->x - ln->v1->x) * ratioAlongLine + normal.Unit() * distanceFromLine; } fixed GetLineY(int lineId, fixed ratioAlongLine, fixed distanceFromLine) { return ln->v1->y + (ln->v2->y - ln->v1->y) * ratioAlongLine + normal.Unit() * distanceFromLine; }[/code] | ||||
Tags | ACS | ||||
Date Modified | Username | Field | Change |
---|---|---|---|
2017-03-21 11:11 | RockstarRaccoon | New Issue | |
2017-03-21 11:11 | RockstarRaccoon | Tag Attached: ACS | |
2017-03-28 18:04 | Graf Zahl | Status | new => resolved |
2017-03-28 18:04 | Graf Zahl | Resolution | open => fixed |