EgoMoose
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| Joined: 04 Feb 2009 |
| Total Posts: 2896 |
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| 29 Mar 2015 02:04 PM |
So over the past couple of days I've been working on Gui raycasting. One of the problems I've been having is getting the corners of GuiObjects that are rotated.
Help would be greatly appreciated!
As a side note, if you want to see the raycasting so far: http://www.roblox.com/games/227732618/Gui-raycasting |
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| 29 Mar 2015 02:12 PM |
| Or cheat and place frames in the corners. |
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| 29 Mar 2015 02:25 PM |
| I had a problem with this because the rotation is around the center of the element, but the position is based on the top-left corner at rotation 0. I never did have the patience to work out the math for it. :/ |
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| 29 Mar 2015 02:28 PM |
Are you using Scale AND Offset or one or the other?
Depending on which I MAY be able to help you :) |
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| 29 Mar 2015 02:29 PM |
| You could just use AbsolutePosition to get the offset location. |
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EgoMoose
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| Joined: 04 Feb 2009 |
| Total Posts: 2896 |
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| 29 Mar 2015 02:54 PM |
@ AgentFirefox
Could you give me an example?
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yobo89
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| Joined: 05 Jun 2010 |
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| 29 Mar 2015 02:56 PM |
| Nice project, it could lead to a very cool genre of games. |
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| 29 Mar 2015 03:08 PM |
The position of any individual point (where the origin is the middle of the Gui) can be determined from these formula:
x' = xcosθ - ysinθ y' = xsinθ + ycosθ
Where x and y are the coordinates (relative to the middle of teh Gui) when theta is 0. |
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| 29 Mar 2015 03:15 PM |
I used this in a Gui based drawing game I'm making, it allows you to create lines from one point to another.
I'm not exactly sure how to convert this to what you want, but you can figure that out:
local y = Start.Y-Y local x = Start.X-X local Angle = -math.deg(math.atan(x/y)) local Length = math.sqrt((x*x)+(y*y)) Current.Rotation = Angle Current.Size = UDim2.new(0,Size,0,Length) Current.Position = UDim2.new(0,Start.X,0,Start.Y) - UDim2.new(0,x/2,0,y/2) - UDim2.new(0,0,0,Length/2) |
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| 29 Mar 2015 03:16 PM |
| X and Y are the coordinates of the mouse, and Start.X and Start.Y are where the line starts. |
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EgoMoose
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| Joined: 04 Feb 2009 |
| Total Posts: 2896 |
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| 29 Mar 2015 03:19 PM |
I used king's method and it's really darn close but I think my formula's missing something. It's always off by just a few pixels. Any help with what I've got so far?
--// shapeCentre and corner are Absolute values stored in vector2 local x = shapeCentre.x + (corner.x-shapeCentre.x) * math.cos(rot) + (corner.y-shapeCentre.y) * math.sin(rot) local y = shapeCentre.y - (corner.x-shapeCentre.x) * math.sin(rot) + (corner.y-shapeCentre.y) * math.cos(rot)
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| 29 Mar 2015 03:27 PM |
| The x is cosine minus sine, not plus. |
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EgoMoose
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| Joined: 04 Feb 2009 |
| Total Posts: 2896 |
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| 29 Mar 2015 03:47 PM |
| Still has the same problem. It's off by a few pixels... |
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EgoMoose
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| Joined: 04 Feb 2009 |
| Total Posts: 2896 |
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| 29 Mar 2015 03:49 PM |
Here I uploaded a model in case anyone wants to try themselves but is too lazy to actually write up the tedious base stuff. :D
http://www.roblox.com/shape-corners-item?id=231765514 |
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| 29 Mar 2015 03:50 PM |
| Also the sin in y should be positive. Do center.y + whatever*sin |
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| 29 Mar 2015 03:53 PM |
| Did you add half the width and half the height to what your positioning? |
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| 29 Mar 2015 03:56 PM |
It's off by a few pixels because the Y value is not exactly as he says. It's a versine (1-cosine)
local XOffset = (1-math.cos(math.rad(Rotation))) * (XSizeInPixels/2) |
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| 29 Mar 2015 04:14 PM |
| What? My formula works just fine. |
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EgoMoose
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| Joined: 04 Feb 2009 |
| Total Posts: 2896 |
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| 29 Mar 2015 04:54 PM |
I can't get it for the life of me :(
If I ever do I'll post the code. Thanks for the help though everybody. I'm closer than I was before! |
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EgoMoose
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| Joined: 04 Feb 2009 |
| Total Posts: 2896 |
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| 29 Mar 2015 05:26 PM |
Well, I derped pretty hard guys!!
I didn't have the variable rot as a radian value...
I hate when I find a question and just a guy going "Got it!". So here's the final product for anyone drifting through this thread in the future.
wait() local Func = {} local world = script.Parent:WaitForChild("World") --// Set this, as a containing frame with UDim2.new(1, 0, 1, 0) because we need to account for coreUI
--// Functions
Func.getPos = function(obj, vec2) return Vector2.new( obj.AbsolutePosition.x + (obj.AbsoluteSize.x*vec2.x), obj.AbsolutePosition.y + (obj.AbsoluteSize.y*vec2.y) ) end
Func.getAbsoloute = function(UD) local base = world.AbsoluteSize local x, y = UD.X.Offset, UD.Y.Offset local sx, sy = UD.X.Scale*base.x, UD.Y.Scale*base.y return Vector2.new(math.floor((x+sx)+.5), math.floor((y+sy)+.5)) end
Func.getCorners = function(shape) local rot = math.rad(shape.Rotation) local shapeCentre = Func.getPos(shape, Vector2.new(.5, .5)) local shapePos = Func.getAbsoloute(shape.Position) local shapeSize = Func.getAbsoloute(shape.Size) --// First get corners without the rotation local baseCorners = { [1] = UDim2.new(0, shapePos.x, 0, shapePos.y); --// Top left [2] = UDim2.new(0, shapePos.x, 0, shapePos.y) + UDim2.new(0, shapeSize.x, 0, 0); --// Top right [3] = UDim2.new(0, shapePos.x, 0, shapePos.y) + UDim2.new(0, shapeSize.x, 0, shapeSize.y); --// Bottom right [4] = UDim2.new(0, shapePos.x, 0, shapePos.y) + UDim2.new(0, 0, 0, shapeSize.y); --// Bottom left } local corners = {} for index = 1, 4 do local corner = Func.getAbsoloute(baseCorners[index]) local x = shapeCentre.x + (corner.x-shapeCentre.x) * math.cos(rot) - (corner.y-shapeCentre.y) * math.sin(rot) local y = shapeCentre.y + (corner.x-shapeCentre.x) * math.sin(rot) + (corner.y-shapeCentre.y) * math.cos(rot) corners[index] = Vector2.new(x, y) end return corners end
Func.getCorners(script.Parent:WaitForChild("Frame")) |
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