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Offline darkwind
Today, 02:39 AM, (This post was last modified: Today, 02:44 AM by darkwind.)
#11
Frontier Sheriff
Posts: 1,235
Threads: 143
Joined: Oct 2019
Staff roles:
Coding Developer

(Yesterday, 01:16 PM)IahimD Wrote: Can you also preview the Tau-23 corridors? Less impact full from a gameplay perspective, but totally messed up.
Also, a clarification: Kepler corridors are visible; they just lack plane coords. Omega-97 corridors are... less clear

https://github.com/darklab8/fl-darkstat/...0a38f9ab4b
Code:
func rotateForward(rx, ry, rz float64) float64 {
    xFlipped := math.Abs(math.Abs(rx)-180) < 0.01
    zFlipped := math.Abs(math.Abs(rz)-180) < 0.01

    if xFlipped && zFlipped {
        return ry // double flip cancels out: -(-ry)
    }
    return -ry
}

Some not very math smart added solution for now. if detecting strange flips of objects, then fixing rotation by flip.

Code:
[zone]
nickname = zone_bw02_corridor_06
pos = 28650.5370143416, -3.97673741662251E-12, 19858.683528309
rotate = -180, 27.1180854357753, 180
shape = BOX
size = 1500, 1500, 32700
property_flags = 131072
visit = 128
sort = 99

[zone]
nickname = zone_ew02_lane_ex04
pos = 12428.7, 0, 33681.9
rotate = 0, -72.8, 0
shape = BOX
size = 500, 500, 40215.6
property_flags = 131072
edge_fraction = 1
sort = 99.5
Apperently the source of issue in some objects having X,Z rotations at zero and fully controlled by Y, we set them right as having angle `-Y` in 2D map
And some objects having `rotate = -180, 27.1180854357753, 180` flipped inverted positions due to X,Z rotations set to like 180 degrees opposite rotation, so we get `Y` the opposite solution
The hackish solution above should solve it for now

If someone is math smart enough (or i will figure out some day), we could be having ideal written solution that extrapolates 2D rotation angle from full X,Y,Z rotation angles always correctly. Requires finding formula for that
We can try finding it, with `/pos` command in game we can find out how ship rotates
Code:
ok. so 0,0,0 rotation it is on plane directly looking to north
0, -90, 0 , looking to right of map, slightly below map
going with head to below from looking initially at north at plane, i get -90, 0,0
rotating myself to left entire ship from looking intially to north at plane, i get 0,0,90
looking to up, from initial looking at plane to north, i get 90,0,0
But i did not figure out yet math, may be someone else will?

It is not technically obligatory for correct map working, simple encoded guard can work too (original navmap worked on similar more simple guard checks fine)
Just could be nice to do in order to have mathematically always correct solution

If someone will figure out, the math should be solved by this function for example and at least those tests satisfy (more can be written to fully check it)
Code:
func rotateForward(rx, ry, rz float64) float64 {
    
    return {WHICH ANGLE WRITE HERE}
}

func TestRotation1(t *testing.T) {
    assert.Equal(t, rotateForward(0, 89, 0), -89.0)
}

func TestRotation2(t *testing.T) {
    assert.Equal(t, 27.0, rotateForward(-180, 27, 180))
}


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Messages In This Thread
fl-Darkmap - by darkwind - 03-30-2026, 10:05 PM
RE: fl-Darkmap - by Koshi.Inaba - 03-30-2026, 10:44 PM
RE: fl-Darkmap - by darkwind - Yesterday, 12:23 PM
RE: fl-Darkmap - by Kherty - Yesterday, 03:07 AM
RE: fl-Darkmap - by darkwind - Yesterday, 12:41 PM
RE: fl-Darkmap - by IahimD - Yesterday, 01:09 PM
RE: fl-Darkmap - by darkwind - Yesterday, 01:14 PM
RE: fl-Darkmap - by IahimD - Yesterday, 01:16 PM
RE: fl-Darkmap - by darkwind - Yesterday, 01:20 PM
RE: fl-Darkmap - by darkwind - Today, 02:39 AM
RE: fl-Darkmap - by IahimD - Yesterday, 01:32 PM

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