# SnippetAngles: Cone

#### Dirac

##### 22710180
JASS:
``````//Determines if the angle &quot;a&quot; is inside a cone of facing &quot;b&quot; with opening &quot;o&quot;
function Cone takes real a, real b, real o returns boolean
return Cos(a-b)&gt;=Cos(o)
endfunction``````

Example:
Lets say there's a cone facing 0 degrees with opening 70, and we want to know if the angle 45 is inside of it

[ljass]Cone(45,0,70)[/ljass] returns true because 45 happens to be inside that cone

Explanation:
[ljass]Cos(45-0) - > Cos(45) == 0.707[/ljass]
[ljass]Cos(70) == 0.342[/ljass]
The result of the Cosine of the difference of both angles is greater than the opening's Cosine, the function returns true.
"Cos" is a function that evaluates the position of an angle according to it's image in the X axis.
So now imagine that the cone's aperture is 0, and Cos(0) == 1, and that Cos can't go beyond 1 and can't got below -1... And the function evaluates if the difference is greater than or equal to the opening's cosine, that means that because there's no greater value than 1, the only possibility to return true is being equal to 1.
Now imagine that the cone's opening is 60, and Cos(60) == 0.5, also that Cos(60) == Cos(360-60) it has a better chance to be over 0.5. The greater the cone operture the greater the chance for the difference of the angles to be greater to it, thats because 0 opening means 1 and 180 aperture means -1.

Please credit if used.

#### lemonfap

##### New Member
nice formula there mate

#### Sgqvur

##### FullOfUltimateTruthsAndEt ernalPrinciples, i.e shi
Dirac, please use a "common" terminology and/or provide definitions for the terms you use.

I mean:

Isn't a cone a 3d geometric shape? Perhaps a circular sector might be better?

What's an aperture?

'//Determines if the angle "a" is inside a cone of facing "b" with aperture "o"'
'a cone of facing "b"' what does that mean?

And why not give an example or two of how to use this, even if the "logic" is not understood the examples could be used nontheless right? =)

#### NoobImbaPro

##### You can change this now in User CP.
@Sgqvur
Aperture: translated into my language and says "opening" so it must be referred to the angle.
The formula checks if A angle is inside B angle +-O degrees.

Example: Dota: Hero Riki: Backstab ability.
JASS:
``````
real angle = Angle from attacking unit to attacked unit
return Cone(angle, GetUnitFacing(GetTriggerUnit()), 80)``````

if true then apply the bonus damage

@Dirac
Nice job m8 you made tasks easier

#### Sgqvur

##### FullOfUltimateTruthsAndEt ernalPrinciples, i.e shi
NoobImbaPro: The formula checks if A angle is inside B angle +-O degrees.

Well, that I can understand unlike '//Determines if the angle "a" is inside a cone of facing "b" with aperture "o"'

PS: the trig natives work with radians, GetUnitFacing works with degrees.

#### Dirac

##### 22710180
@Sgqvur
With aperture I meant opening, Idk why I got confused, I'll fix it right away.
I think Cone is an appropriate name. At least in warcraft.
And the picture shown is an example, not the logic.
The cone's facing angle is from where the opening angle begins...
Are you asking because you don't know or because you want me to make it more clear?

@NoomImbaPro
In the examples shown i'm using degrees, but that was only to ease the understanding, it works with radians

Thanks for the feedback

#### Sgqvur

##### FullOfUltimateTruthsAndEt ernalPrinciples, i.e shi
>Are you asking because you don't know or because you want me to make it more clear?
Both =), but I think I get it now even the example (picture), it demonstraites what you've written "Cone(45,0,70)" but I think it would be better if it was even more "obvious":

And I think what NoobImbaPro gave as an example could also be put in a picture, something like this:

>I think Cone is an appropriate name. At least in warcraft.
Really? What makes you write that? It looks/reads to me like a constructor for the 3d geometric shape =), although it takes 3 reals so...but I still think it's kinda confusing.

#### Dirac

##### 22710180
dealing magic damage to units in a cone in front of her.
Makes perfect sense to me.

#### Laiev

##### Hey Listen!!
Want the simplest way to explain what 'cone' means here? Breath of Fire (base skill of Warcraft), you're done.

#### Sgqvur

##### FullOfUltimateTruthsAndEt ernalPrinciples, i.e shi
>Want the simplest way to explain what 'cone' means here? Breath of Fire (base skill of Warcraft), you're done.

Wait... isn't Breath of Fire an isosceles trapezoid? =)

#### AgentChaos

##### New Member
This is my revised code，
JASS:
``````// The code is as Fire Breath
function AngleDifference takes real angle, real angle1, real angle2 returns boolean
local real x
set angle = ModuloReal(angle,360)
set angle1 = ModuloReal(angle1,360)
set angle2 = ModuloReal(angle2,360)
if (angle1&gt;angle2) then
set x=angle1
set angle1=angle2
set angle2=x
endif
if (angle2-angle1)&gt;(angle1 - (angle2-360)) then
set angle2=angle2-360
if angle &gt; 180 then
set angle=angle-360
endif
return angle&gt;=angle2 and angle&lt;=angle1
endif
return (angle&gt;=angle1) and (angle&lt;=angle2)
endfunction

function GroupEnumUnitsInCone takes group whichGroup,real TargAngle ,real Width,real Distance,real x1,real y1 returns nothing
local group g =  NewGroup()
local real AngleAdjust = Atan((Width/2)/Distance)*57.295827
local real angle = 0
local unit v
call GroupEnumUnitsInRange(g,x1, y1, Distance,BOOLEXPR_TRUE)
loop
set v=FirstOfGroup(g)
exitwhen v==null
call GroupRemoveUnit(g,v)
set angle = 57.295827*GetUnitAngleXY(x1, y1, GetUnitX(v), GetUnitY(v))
endif
endloop
call ReleaseGroup(g)
set g = null
endfunction

private function OnSpell takes nothing returns boolean
local unit u = GetTriggerUnit()
local unit v

local real x1 = GetUnitX(u)
local real y1 = GetUnitY(u)
local real tx = GetSpellTargetX()
local real ty = GetSpellTargetY()
local real TargAngle = GetUnitAngleXY(x1, y1, tx, ty)*57.295827
local real Distance = 700
local real Width = 475
local group TotalGroup = NewGroup()

call GroupEnumUnitsInCone2(TotalGroup,TargAngle,Distance ,Width,x1,y1)
loop
set v = FirstOfGroup(TotalGroup)
exitwhen v == null

if IsUnitDamgeMatch(v,u) then //Filterfunction
// ...
// damage the unit
// ...
endif
call GroupRemoveUnit(TotalGroup,v)
endloop

set u = null``````

JASS:
``````//This code is base on Cone formula
function GroupEnumUnitsInSector2 takes group whichGroup,unit u,real angle,real facing,real radius returns nothing
local real x = GetUnitX(u)
local real y = GetUnitY(u)
local real face = Deg2Rad(facing*0.5)
local unit v
local group g = CreateGroup()
loop
set v = FirstOfGroup(g)
exitwhen v == null
call GroupRemoveUnit(g,v)
if Cone(Atan2(GetUnitY(v)-y,GetUnitX(v)-x),angle,face ) and v!=u then
endif
endloop
call DestroyGroup(g)
set g = null
set v = null
set u = null
endfunction``````

JASS:
``````//Pieces of code inspection unit-oriented function is basically for the assassin skills
function GetUnitAngle takes unit a, unit b returns real // - Angle between units
return Atan2(GetUnitY(b) - GetUnitY(a), GetUnitX(b)- GetUnitX(a))
endfunction
function CheckUnitPosition takes unit b, unit a, real frontL, real frontR, real backL, real backR returns integer//position of b from a
local real angle = Rad2Deg(GetUnitAngle(a,b))
if angle &gt;= 0 then
set angle = angle-GetUnitFacing(a)
else
set angle = angle+360-GetUnitFacing(a)
endif
if angle &lt; 0 then
set angle = angle+360
endif
if angle &lt;= frontL or angle &gt;= frontR then
return 1
endif
if angle &gt;= backL and angle &lt;= backR then
return 2
endif
if angle &gt; backR and angle &lt; frontR then
return 3
endif
if angle &gt; frontL and angle &lt; backL then
return 4
endif
return 0
endfunction

function IsUnitInFront takes unit b, unit a returns boolean//b = infront, a = source
return CheckUnitPosition(b,a,35,325,135,225) == 1
endfunction

function IsUnitBehind takes unit b, unit a returns boolean //b = behide, a = source
return CheckUnitPosition(b,a,30,330,135,225) == 2
endfunction

function IsUnitAtSideRight takes unit b, unit a returns boolean//b = atside, a = source
return CheckUnitPosition(b,a,30,330,135,225) == 3
endfunction

function IsUnitAtSideLeft takes unit b, unit a returns boolean//b = atside, a = source
return CheckUnitPosition(b,a,30,330,135,225) == 4
endfunction

private function GetAngleDifference takes real a1, real a2 returns real
local real x
set a1=ModuloReal(a1,360)
set a2=ModuloReal(a2,360)
if a1&gt;a2 then
set x=a1
set a1=a2
set a2=x
endif
set x=a2-360
if a2-a1 &gt; a1-x then
set a2=x
endif
return RAbsBJ(a1-a2)
endfunction
function IsUnitInBehind1 takes unit u, unit t returns boolean
local real angle= GetAngleDifference(GetUnitFacing(t),bj_RADTODEG *GetUnitAngle(u,t))
return  angle &lt;= 90
endfunction
function IsUnitInBehind2 takes unit u, unit t returns boolean
return  RAbsBJ(( GetUnitFacing(u) - GetUnitFacing(t) )) &lt;= 90.00
endfunction
function IsUnitInBehind3 takes unit u, unit t returns boolean
local real d=RAbsBJ(GetUnitFacing(t)-GetUnitFacing(u))
if d&gt;180 then
set d=360-d
endif
return d&lt;=90
endfunction
function IsUnitInBehind4 takes unit a, unit b returns boolean
endfunction``````

#### Dirac

##### 22710180
I designed this formula to avoid that math overload you're using.
I don't know what a sector is, nor do I know what most of the other functions are supposed to do. But they all look related to calculate if a unit is inside a cone (or am I wrong?)
Anyways picking units inside a cone with this formula should be as easy as this:
JASS:
``````//This function is fired when a unit casts a somewhat fire breath spell
function onCast takes nothing returns nothing
local unit u = GetTriggerUnit()
local real x = GetUnitX(u)
local real y = GetUnitY(u)
local real a = Atan2(GetSpellTargetY()-y,GetSpellTargetX()-x)
local unit e
call GroupEnumUnitsInRange(bj_lastCreatedGroup,x,y,300,null)
loop
set e = FirstOfGroup(bj_lastCreatedGroup)
exitwhen e == null
//   angle between caster and target , cast angle , 45 degrees
if Cone(Atan2(GetUnitY(e)-y,GetUnitX(e)-x),a,bj_PI/4) then
// ...
// damage the unit
// ...
endif
call GroupRemoveUnit(bj_lastCreatedGroup,e)
endloop
set e = null
set u = null
endfunction``````

#### AgentChaos

##### New Member
I think your formula be supposed to rewrite CheckUnitPosition function.

#### Dirac

##### 22710180
No because (as it seems to me) your CheckUntiPosition doesn't quite do that.
It's basically dividing the whole angle spectrum into 4 pieces and returning an integer that determines in which area it's inside?
That makes absolutely no sense to me
Controlling the cone opening results very hard, it has a lot of overhead, and bugs with angles over 360 and below 0.
Delete that ASAP and use mine

#### AgentChaos

##### New Member
JASS:
``````    function GroupEnumUnitsInSector2 takes group whichGroup,unit u,real angle,real facing,real radius returns nothing
local real x = GetUnitX(u)
local real y = GetUnitY(u)
local real face = Deg2Rad(facing*0.5)
local unit v
local group g = CreateGroup()
loop
set v = FirstOfGroup(g)
exitwhen v == null
call GroupRemoveUnit(g,v)
if Cone(Atan2(GetUnitY(v)-y,GetUnitX(v)-x),angle,face ) and v!=u then
endif
endloop
call DestroyGroup(g)
set g = null
set v = null
set u = null
endfunction

I test it,It's work,OK,I will use your formula.
that means continue use CheckUntiPosition function?
JASS:
``````    function AbsReal takes real a returns real
return SquareRoot(a*a)
endfunction
function AngleConv takes real angle returns real
local integer factor=0
if angle&gt;=360 then
set factor=R2I(angle/360)
return angle-360*factor
elseif angle&lt;0 then
set factor=R2I(AbsReal(angle)/360)
return angle+360*(factor+1)
endif
return angle
endfunction
function FixAngle takes real ang returns real
local real angle = ang
if angle&lt;0 then
set angle=angle+6.28319
elseif angle&gt;6.28319 then
set angle=angle-6.28319
endif
return angle
endfunction
// angles over 360 and below 0 fix``````

#### Dirac

##### 22710180
With Cone you don't have to fix angles over 360 or below 0, I guess thats another pro on to why use it

#### AgentChaos

##### New Member
JASS:
``````  function GetUnitAngle takes unit a, unit b returns real // - Angle between units
return Atan2(GetUnitY(b) - GetUnitY(a), GetUnitX(b)- GetUnitX(a))
endfunction

private function GetAngleDifference takes real a1, real a2 returns real
local real x
set a1=ModuloReal(a1,360)
set a2=ModuloReal(a2,360)
if a1&gt;a2 then
set x=a1
set a1=a2
set a2=x
endif
set x=a2-360
if a2-a1 &gt; a1-x then
set a2=x
endif
return RAbsBJ(a1-a2)
endfunction
function IsUnitInBehind takes unit u, unit t returns boolean
local real angle= GetAngleDifference(GetUnitFacing(t),bj_RADTODEG *GetUnitAngle(u,t))
return  angle &lt;= 90
endfunction
function IsUnitInBehind2 takes unit u, unit t returns boolean
return  RAbsBJ(( GetUnitFacing(u) - GetUnitFacing(t) )) &lt;= 90.00
endfunction
function IsUnitInBehind3 takes unit u, unit t returns boolean
local real d=RAbsBJ(GetUnitFacing(t)-GetUnitFacing(u))
if d&gt;180 then
set d=360-d
endif
return d&lt;=90
endfunction``````

s

#### Dirac

##### 22710180
I take from your posts that you barely speak english and I'm starting to wonder if you understand anything of what i'm saying.
It would be better for all of us if you used google translate and try to explain what are you trying to do here.

#### AgentChaos

##### New Member
I am very sorry, because I do not agree with some of your views,I have updated some new functions, the cone function can not be used for the detection unit facing for the function is used to Assassin skills， CheckUnitPosition function Assassin skills can use the extended functions

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