Dzsozi (h03) 73 Posted May 20, 2018 Share Posted May 20, 2018 Hello! I am trying to do a boundary system based on coordinates, so no col shapes or anything. Unfortunately I'm not that good at math, but I tried doing it based on found results on the internet. My problem is that this whole script is not working how it should, check it for yourself, it has debug outputs and visible markers for corners and the center. Why does the width and height return a much bigger number than the calculatedX and calculatedY? Why does the calculatedX and calculatedY return always the same? Why does the width and height change values as I move around? I would be really grateful if somebody could help me, this is for a community project, so others would be too! Here's my current full code: Global: customBoundaries = { -- this boundary is between the big brown building(s) and the skatepark on the road in LS ["test"] = { point1 = {x = 1842.2908935547, y = -1412.469360351}, point2 = {x = 1856.8596191406, y = -1412.555664062}, point3 = {x = 1851.5925292969, y = -1436.5225830078}, point4 = {x = 1842.0438232422, y = -1424.5217285156}, }, } Client: local debugEnabled = true function sum(n) return ((n+1) * n) / 2 end function isElementWithinBoundary(element, boundary) if element and isElement(element) then local elementX, elementY, elementZ = getElementPosition(element) boundary = tostring(boundary) if boundary and type(boundary) == "string" then if customBoundaries and customBoundaries[boundary] then local corner1 = {customBoundaries[boundary].point1.x, customBoundaries[boundary].point1.y} local corner2 = {customBoundaries[boundary].point2.x, customBoundaries[boundary].point2.y} local corner3 = {customBoundaries[boundary].point3.x, customBoundaries[boundary].point3.y} local corner4 = {customBoundaries[boundary].point4.x, customBoundaries[boundary].point4.y} local centerX, centerY = (corner1[1] + corner2[1] + corner3[1] + corner4[1])/4, (corner1[2] + corner2[2] + corner3[2] + corner4[2])/4 local originX, originY = elementX - corner1[1], elementY - corner1[2] local width = math.sqrt((corner2[1] - originX)^2 + (corner2[2] - originY)^2) local height = math.sqrt((corner4[1] - originX)^2 + (corner4[2] - originY)^2) local calculatedX = originX * (corner2[1] - originX)/width + originY * (corner2[2] - originY)/height local calculatedY = originX * (corner4[1] - originX)/width + originY * (corner4[2] - originY)/height outputChatBox("X: " .. math.floor(calculatedX) .. " | width: " .. math.floor(width)) outputChatBox("Y: " .. math.floor(calculatedY) .. " | height: " .. math.floor(height)) if (0 <= calculatedX and calculatedX <= width) and (0 <= calculatedY and calculatedY <= height) then outputChatBox("XD") end if debugEnabled then for points, coordinates in pairs(customBoundaries[boundary]) do local cornerMarker = createMarker(coordinates.x, coordinates.y, getGroundPosition(coordinates.x, coordinates.y, elementZ), "cylinder", 2, 140, 245, 20, 150) local centerMarker = createMarker(centerX, centerY, getGroundPosition(centerX, centerY, elementZ)+2, "arrow", 1, 245, 140, 20, 150) end end end end end end isElementWithinBoundary(localPlayer, "test") Here's the calculation I was trying to copy and make it work based on: https://math.stackexchange.com/a/190257 I hope you understand my problem, thank you for your reply in advance! Link to post

Jayceon 23 Posted May 20, 2018 Share Posted May 20, 2018 customBoundaries = { -- this boundary is between the big brown building(s) and the skatepark on the road in LS ["test"] = { {x = 1842.2908935547, y = -1412.469360351}, {x = 1856.8596191406, y = -1412.555664062}, {x = 1851.5925292969, y = -1436.5225830078}, {x = 1842.0438232422, y = -1424.5217285156}, }, } local colorOfBounds = tocolor(255, 0, 0) bindKey("e", "down", function () if isElementWithinBoundary(localPlayer, "test") then colorOfBounds = tocolor(0, 255, 0) else colorOfBounds = tocolor(255, 0, 0) end end ) addEventHandler("onClientRender", getRootElement(), function () local localX, localY, localZ = getElementPosition(localPlayer) local boundary = "test" for i = 1, #customBoundaries[boundary] do local currentPoint = customBoundaries[boundary][i] local nextPoint = customBoundaries[boundary][i + 1] if currentPoint then if i == #customBoundaries[boundary] then nextPoint = customBoundaries[boundary][1] dxDrawLine3D(currentPoint.x, currentPoint.y, localZ, nextPoint.x, nextPoint.y, localZ, colorOfBounds, 3) end dxDrawLine3D(currentPoint.x, currentPoint.y, localZ, nextPoint.x, nextPoint.y, localZ, colorOfBounds, 3) end end end ) function isElementWithinBoundary(element, boundary) if isElement(element) and boundary and customBoundaries[boundary] and #customBoundaries[boundary] >= 3 then local pointX, pointY, pointZ = getElementPosition(element) local intersections = 0 for i = 1, #customBoundaries[boundary] do local currentPoint = customBoundaries[boundary][i] if currentPoint then local nextPoint = customBoundaries[boundary][i + 1] local previousPoint = customBoundaries[boundary][i - 1] if i == 1 then previousPoint = customBoundaries[boundary][1] elseif i == #customBoundaries[boundary] then nextPoint = customBoundaries[boundary][1] end if areIntersecting(pointX, pointY, previousPoint.x, previousPoint.y, currentPoint.x, currentPoint.y, nextPoint.x, nextPoint.y) then intersections = intersections + 1 end end end if intersections > 0 then return true end end return false end function sign(x1, y1, x2, y2, x3, y3) return (x1 - x3) * (y2 - y3) - (x2 - x3) * (y1 - y3) end function areIntersecting(pointX, pointY, x1, y1, x2, y2, x3, y3) local b1 = sign(pointX, pointY, x1, y1, x2, y2) < 0 local b2 = sign(pointX, pointY, x2, y2, x3, y3) < 0 local b3 = sign(pointX, pointY, x3, y3, x1, y1) < 0 return b1 == b2 and b2 == b3 end Tested. Works with 3 or more points. Yes, you can check the element within the the polygon. 1 Link to post

Dzsozi (h03) 73 Posted May 21, 2018 Author Share Posted May 21, 2018 Thank you so much for your help! Link to post

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