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[05:14:24] <Quester> good day
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[09:41:31] <wjp> hi
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[16:47:00] <wattquark> anyone around?
[16:48:50] <wattquark> trying to think of a good name for a function the take an x,y and translates it to the x,y,z coordinates at any particular z.
[16:49:32] <wattquark> like those 3 re-occuring lines of code in GameMapGump
[16:52:09] <Colourless> Doing screenspace to world space translation?
[16:52:28] <Colourless> s/translation/transformation/
[16:52:29] <wattquark> yup
[16:53:32] <Colourless> note that the Z param sort of can't be worked out
[16:54:16] <wattquark> right... gotta choose a z before hand
[16:54:42] <wattquark> which might make the parameters to this function a little funky
[16:55:30] <wattquark> either that or attempt a sweeptest from the map top to the map bottom
[16:56:00] <wattquark> and find the "directly under this point" position
[16:56:42] <wattquark> which might just become a method as well if it becomes used frequently
[17:23:18] <wattquark> Well, I guess that last function idea is mostly handled already in ItemSorter::Trace
[17:24:39] <wjp> what exactly are you trying to do?
[17:25:07] <wattquark> ultimately targeted jumping.
[17:25:48] <wjp> hm, that would pretty much be the same as object dropping, wouldn't it?
[17:25:51] <wattquark> but I need to translate mouse position to world coords first.
[17:26:10] <wjp> trace and see if the mouse position is on top of the bounding box of the hit object?
[17:26:24] <wjp> fail if not, fail if out of range, jump otherwise?
[17:27:57] <wjp> oh, incidentally, if you work on targeted jumping, make sure the jump behaviour is selectable (pre-patch style vs. post-patch style)
[17:28:16] <wattquark> hmm.. yup. Guess I really don't actually need to translate to world coords then, just use the coords of the top of the item under mouse.
[17:28:19] <wattquark> right.
[17:28:36] <wattquark> I thought that'd make a nice gameplay option
[17:28:48] <wjp> well, actually you would need to translate to world coords
[17:29:14] <wjp> but you probably already get the coordinates in the 'is on top of bounding box?' calculation
[17:29:42] <wjp> (if you jump to a largish object, you want to jump exactly to the mouse, not to anywhere on top of the item)
[17:30:37] <wattquark> true
[17:32:42] <wattquark> so GameMapGump::translateToWorldAtZ(mx,my,z,coords)?
[17:33:10] <wattquark> a little wordy
[17:33:24] <wjp> a little wordy is ok
[17:34:55] <wjp> item dropping should use similar code
[17:35:08] <wattquark> right
[17:35:11] <wjp> although with item dropping it's also possible to drop items on the side of the bounding box of an item
[17:35:23] <wjp> but it seems only if it's near the floor
[17:35:46] <wjp> or actually maybe not
[17:35:59] <Colourless> throws go anywhere IIRC
[17:36:35] <wjp> they don't
[17:36:47] <wjp> but I can't figure out what the condition is
[17:37:43] <wjp> hm, or maybe it's simply LoS
[17:38:16] <wjp> LoS can act a little 'weird' with rectangular bounding boxes
[17:41:58] <wjp> both dropping nearby and throwing far away might be LoS judging by a couple of experiments
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