安裝 Steam
登入
|
語言
簡體中文
日本語(日文)
한국어(韓文)
ไทย(泰文)
Български(保加利亞文)
Čeština(捷克文)
Dansk(丹麥文)
Deutsch(德文)
English(英文)
Español - España(西班牙文 - 西班牙)
Español - Latinoamérica(西班牙文 - 拉丁美洲)
Ελληνικά(希臘文)
Français(法文)
Italiano(義大利文)
Bahasa Indonesia(印尼語)
Magyar(匈牙利文)
Nederlands(荷蘭文)
Norsk(挪威文)
Polski(波蘭文)
Português(葡萄牙文 - 葡萄牙)
Português - Brasil(葡萄牙文 - 巴西)
Română(羅馬尼亞文)
Русский(俄文)
Suomi(芬蘭文)
Svenska(瑞典文)
Türkçe(土耳其文)
tiếng Việt(越南文)
Українська(烏克蘭文)
回報翻譯問題
@ funhans , congrats on becoming a professional software developer.
So, we do know the size of the bounding box facing a specific world-orientation.
We also know our very own world-orientation.
In theory, if we would utilize our own coordinate system, enter the corner-points from the bounding box in that and calculate the deviation from the direction the bounding box has in the SE-world (aka it's world-orientation) to a comparision-vector (let's say (1,0,0)) then rotate the whole cuboid by this deviation => we made it uniform.
Now we can calculate our own deviation from the comparision-vector and rotate the bounding box within our own coordinate system by that deviation => We cannot get the size and we cannot draw in let's say front or back BUT it could work out as a B-Scope, couldn´t it?
I may mix things up here but - at least in my head - that sounds like it could work
Thanks anyway 🍻
One could say I'm more of a fan if such things are developing and friends are friends ...
Oh, and btw, sorry for spamming the comment section of a completely off-topic script 👀
Fun fact: Your scripts and of course, SE brought me to learn my current profession :D
Problem with this:
I'm now a professional software developer, however I still have my issues with getting the math of SE together 🤪
Specifically I try to get the size of a MyDetectedEntityInfo object - that apparently seems to change depending on my angle to it (guess, it's simply world aligned).
I know the vector-transformations from MDK-SE's wiki - but I'm not able to get it to work 🤦♂️