fix: remove X mirror, fix rotation float tolerance
UB mirrors both cell positions and player position within layer space, so relative offset is direct (mirrors cancel out). Removed X negation. Added float tolerance for rotation quaternion W component comparison (was using strict equality which fails on floating point values). Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
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1 changed files with 8 additions and 5 deletions
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@ -3858,8 +3858,10 @@ function updateRadarWindow(msg) {
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const hasTiles = dungeonTileCanvases && Object.keys(dungeonTileCanvases).length > 0;
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// Normalize rotation value to radians (same as UB's DungeonCell.cs)
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// Raw value is quaternion W component: 1→180°, ~0.707→-90°, ~-0.707→90°, 0→0°
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function cellRotation(rot) {
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if (rot === 1) return Math.PI;
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if (Math.abs(rot - 1) < 0.01) return Math.PI;
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if (Math.abs(rot + 1) < 0.01) return Math.PI;
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if (rot < -0.70 && rot > -0.8) return Math.PI / 2;
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if (rot > 0.70 && rot < 0.8) return -Math.PI / 2;
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return 0;
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@ -3877,8 +3879,9 @@ function updateRadarWindow(msg) {
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ctx.globalAlpha = isCurrentFloor ? 0.85 : 0.12;
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(level.cells || []).forEach(cell => {
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// UB mirrors X, Y flipped for north-up (AC Y+ = north, canvas Y+ = down)
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const dx = -(cell.x - playerX) * scale;
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// Direct relative position (UB mirrors both cell and player, cancels out)
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// Y negated for north-up (AC Y+ = north, canvas Y+ = down)
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const dx = (cell.x - playerX) * scale;
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const dy = -(cell.y - playerY) * scale;
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const tileCanvas = hasTiles ? dungeonTileCanvases[String(cell.env_id)] : null;
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@ -3976,7 +3979,7 @@ function updateRadarWindow(msg) {
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// Use raw physics coords in dungeons (X mirrored), EW/NS on surface
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let dX, dY;
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if (isDungeon && obj.raw_x !== undefined) {
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dX = -(obj.raw_x - playerX); // X mirrored
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dX = (obj.raw_x - playerX);
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dY = -(obj.raw_y - playerY); // Y flipped for north-up
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} else {
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dX = obj.ew - playerEW;
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@ -4039,7 +4042,7 @@ function updateRadarWindow(msg) {
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const withDist = objects.map(obj => {
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let distMeters, dX, dY;
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if (isDungeon && obj.raw_x !== undefined) {
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dX = -(obj.raw_x - playerX);
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dX = (obj.raw_x - playerX);
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dY = -(obj.raw_y - playerY);
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distMeters = Math.sqrt(dX * dX + dY * dY); // raw coords are ~meters
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} else {
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