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Found 2 results

  1. In Vex, I'm trying to find a signed angle between two vectors i.e. an angle which treats one vector as a "base" and the other as a rotating "clock hand", so that I get positive angle for a concave angle between the two (0-180 deg) and a negative angle for a convex angle between the two (180-360 deg). The dot product on normalized vectors gives me the angle, but it's symmetric. Is there a trick that gets me the sign?
  2. Popnet Kill

    Hello! I'm trying to kill points inside DOPs (well a popnet actually). The way I'd like to do this is by finding the closest point to the ground object (how do I reference an object in DOPs?) and computing the vector from the POP point to the nearest point, then dotting that onto the ground points normal vector. That's a nice way to figure out which side of the ground the point is on, then killing it. At least that works outside of DOPs. I'm wondering how I can do this inside DOPs because I don't want to post-process kill thousands of points if I can kill them in the simulation. Any ideas? Thanks, cw
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