Pulling a unit to another

Lehona

New Member
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If I just have the X- and Y-coordinates, how would be the function to "pull" unit A to Unit B?

Sorry, but I suck at 2D-Math =D
 

uberfoop

~=Admiral Stukov=~
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177
I will be refering to the current unit coordinates as XA, YA, XB, and YB. The "coordinate differences" (XB-XA) and (YB-YA) will be refered to as XD and YD.

Alright, first you need to know the direction from unit A to unit B, since that is the direction of pullage. The most straightforward way of getting this value in WC3 is the Atan2 function. [ljass]Atan2(YD,XD)[/ljass] will give you this angle, which I will refer to as Theta, in radians.

You haven't specified how the pulling should happen, so I'm assume it's at some arbitary speed V distance per interval.

//============================================

Given some angle Theta in radians, some distance V that you want the unit to be slid, some unit A, and current unit coordinates XA and YA, the way to move the unit in that direction is:
JASS:
call SetUnitX(A,XA+Z*Cos(Theta))
call SetUnitY(A,YA+Z*Sin(Theta))


If Z is small, and the intervals in which you do this are fast, the unit will appear to slide in Theta direction.
 

Lehona

New Member
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Is there a way to get the Atan2-value without the function? I know, this is the place for questions about JASS, but I need to do it without Atan2 (In another language, which doesn't provide Atan2) - maybe a formula as an alternative to Atan2?

Anyway, thanks for now :) (+rep)
 

uberfoop

~=Admiral Stukov=~
Reaction score
177
Getting the value of Atan without the Atan function can be done through a variety of ways, but it's a motherfroodlenutzskying pain in the face. For example, you could use its Taylor Series.

However, there is still a way around giving up. It's called not using trigonometric functions at all.

So, again, we have XA, YA, XB, YB, XD, YD.

Our final result should be a vector consisting of an x and a y component which I will refer to as J and K. J will be equal to what Cos(Theta) was and K will be equal to what Sin(Theta) was.

I will define some real R to be R=Sqrt(XD^2 + YD^2)

Now:
J=XD/R
K=YD/R

So, for actually moving the unit, you get:
JASS:
call SetUnitX(A,XA+Z*J)
call SetUnitY(A,YA+Z*K)




This way you don't bother with the angles at all.
 

Lehona

New Member
Reaction score
12
Actually it seems not to work, here is what I've got (its another language, so read the comments^^)

Code:
var int herX; herX = her._zCVob_trafoObjToWorld[ 3]; // Get the x of the hero
			var int itemX; itemX = Telekinese_Item._zCVob_trafoObjToWorld[ 3]; // Get the X of the Item (which I want to move)
			var int herZ; herZ = her._zCVob_trafoObjToWorld[11]; // Get the Z of the hero (Y for Warcraft)
			var int itemZ; itemZ = Telekinese_Item._zCVob_trafoObjToWorld[1]; // Get the Z of the Item which I want to move (Y for Warcraft)
			
			var int xd; xd = subf(herx, itemx); // herx - itemx
			var int zd; zd = subf(herz, itemz); // herz - itemz
			
			var int r; r = sqrtf(addf(mulf(xd,xd), mulf(zd,zd))); // sqrt(xd*xd+zd*zd)
			
			var int J; J = divf(xd, r); // xd / r
			var int K; K = divf(zd, r); // zd / r
			
			// y/x
			// Setting new Positions
			Telekinese_Item._zCVob_trafoObjToWorld[ 3] = addf(itemX,mulf(mkf(1), J)); // Setting the Items X position: itemx + 1*J
			Telekinese_Item._zCVob_trafoObjToWorld[11] = addf(itemz, mulf(mkf(1), K)); // Settint the Items Z (Y for Warcraft): itemz + 1*K

Just doesn't work :/

I got an Arctan-Func to work though (Taylor-Series) with some help, can I replace Atan2(y,x) with Arctan(y/x)? And do I have to care about negative quadrants? Some advices for a Cos and a Sin function would be really appreciated... :)
 

Romek

Super Moderator
Reaction score
964
Moved to the Programming Forum. This obviously doesn't belong in JASS Help.
 
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