Computer Science Canada Quit #100 |
Author: | Insectoid [ Tue Dec 02, 2008 12:22 pm ] | ||
Post subject: | Quit #100 | ||
So, I've been working on a triangular collision detection program. I wrote a line of code to return the number of degrees in an angle, but it quits the program on that line with an error 'Quit #100'. There are no exit, quit, etc. statements in the entire program. Anyone know what this is?
Remember, I need help with the error, not the actual triangular collision |
Author: | The_Bean [ Tue Dec 02, 2008 1:49 pm ] |
Post subject: | Re: Quit #100 |
The reason for the problem is because arccosd(num:real) where -1<num<1 because cosine is adjacent/hypotenuse and since adjacent is always smaller than the hypotenuse num will have to be between -1 and 1. I'm guessing your looking for arctand. |
Author: | Insectoid [ Tue Dec 02, 2008 4:17 pm ] |
Post subject: | RE:Quit #100 |
That could be it... Funny, the equation given to me by my math teacher uses cos...(cosine law). EDIT: Yeah, I do know trig. Just forgot that equation (I asked specifically for the one that returns angles given only side lengths). Just thought I mentioned that in case people were wondering why I'm asking my math teacher for trig equations... |
Author: | The_Bean [ Tue Dec 02, 2008 10:31 pm ] | ||||
Post subject: | Re: Quit #100 | ||||
Your teacher was right with using the cosine law, but you messed up the formula.
So replace it with
|
Author: | Insectoid [ Mon Dec 08, 2008 4:28 pm ] |
Post subject: | RE:Quit #100 |
Ah! Thank you! (this was really rushed). I had put this away for a bit to work on Perl, but I've decided to use it as my FP for CS. After I get it working in Turing, I'll change it to Java (because I want to concentrate on getting it to work without worrying about the complexities of that hideous language). So, I need to make at least a simple triangular collision detection program, and then perhaps expand it to provide irregular collision detection based on combinations of triangles and rectangles, and then maybe do Asteroids. |
Author: | Insectoid [ Mon Dec 08, 2008 6:10 pm ] | ||
Post subject: | RE:Quit #100 | ||
Okay...more issues. Quit #100 again, on this line:
This calculates the angle between 2 lines connecting the point to angles b and c. I'll try to supply a diagram to fully explain, as soon I figure out how to add text to an image in Pixen. My way of doing this is, if any 1 of angles dotAngleA, B, or C are bigger than 180, the dot is not inside the triangle. |
Author: | The_Bean [ Mon Dec 08, 2008 7:25 pm ] | ||
Post subject: | Re: Quit #100 | ||
All i can come up with for you still getting an error is when:
because your numerator would become greater than your denominator making a value greater than 1 or less than -1 EDIT Now that I see the triangle (you managed edit before i put my post up), I don't think arccosd with produce a value greater than 180. |
Author: | Insectoid [ Mon Dec 08, 2008 7:34 pm ] |
Post subject: | RE:Quit #100 |
hmm...in theory that shouldn't happen...I know it's becoming greater than 1 or less than negative 1. I don't know why though. |
Author: | The_Bean [ Mon Dec 08, 2008 7:36 pm ] | ||
Post subject: | Re: Quit #100 | ||
Just tested it.
arccosd only produces between 0 and 180 because a triangle cannot have an interior angle greater than 180. |
Author: | Insectoid [ Mon Dec 08, 2008 7:38 pm ] |
Post subject: | RE:Quit #100 |
ah! thank you! Now how can I make it calculate over 180? is there a definite number range that will always produce over 180? EDIT: lol, my 'hmm, that shouldn't happen' was before you edited your post. ![]() EDIT 2: Wait, cos values follow a wave, so there isn't a definite set, is there? EDIT 3: I'm on the IRC right now, wanna go on there? (if you have time to help me off-board) |
Author: | The_Bean [ Mon Dec 08, 2008 7:43 pm ] | ||
Post subject: | Re: Quit #100 | ||
Well since it cannot calculate over 180 were going to have to use something else. So... You can use my idea from before.
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Author: | Insectoid [ Mon Dec 08, 2008 7:44 pm ] |
Post subject: | RE:Quit #100 |
Here's my diagram of my other concept: (making this way more complicated than it needs to be) |
Author: | The_Bean [ Tue Dec 09, 2008 1:28 pm ] |
Post subject: | Re: Quit #100 |
Last night after getting a working concept myself I realized another problem with both of ares, you can have 2 triangles overlapping, but without any of their vertices inside the other. Although depending on the speed and size at wich you have them moving this probably wouldn't happen. |
Author: | Insectoid [ Tue Dec 09, 2008 4:07 pm ] |
Post subject: | RE:Quit #100 |
Oh, crap...Didn't even think of that. Hmm...This is going to be fun! We could try to modify the 'perfect' oval collision into triangles, and thus check previous frames to see if a collision occurred mid-frame. |