- Joined
- May 2, 2019
- Messages
- 15
There are many spells which move in a spiral pattern, but they pretty much all use a fixed angular velocity as they spiral out. This means the movement itself increases in speed as it gets further and further away from the center.
I've written a function that allows a spiral path to be traced at a fixed velocity, rather than a fixed angular velocity.
For comparison, using fixed angular velocity spawns points along a path like this:
While a fixed velocity spiral path looks more like:
Where Ln() is the natural log function, which I conveniently plagiarized from elsewhere.
Here's a demonstration of using this in wc3 to draw spirals
There are probably better ways to get a first guess, and do root finding, but I don't know what they are and/or how they would be implemented.
If there are any related resources, or if this has actually already been done somewhere in the depths of wc3 mapmaking, please let me know so that I can never post again, out of embarrassment.
I've written a function that allows a spiral path to be traced at a fixed velocity, rather than a fixed angular velocity.
For comparison, using fixed angular velocity spawns points along a path like this:
While a fixed velocity spiral path looks more like:
JASS:
//l is the length of the spiral
//a is the distance between the "rings" of the spiral
function GetSpiralAngle takes real l, real a returns real
local real sq
local real phi = 3.544907*SquareRoot(l/a) //first guess 2*sqrt(pi)*sqrt(l/a)
local real fx
local real gx
local real ap = a*0.159155 // a/2pi
local real ap2 = a*0.079577 // a/4pi
//newton's method iteration 1
set sq = SquareRoot(1+phi*phi)
set fx = ap2*(phi*sq+Ln(phi+sq))-l
set gx = ap*sq
set phi = phi-fx/gx
//newton's method iteration 2
set sq = SquareRoot(1+phi*phi)
set fx = ap2*(phi*sq+Ln(phi+sq))-l
set gx = ap*sq
set phi = phi-fx/gx
return phi
endfunction
Where Ln() is the natural log function, which I conveniently plagiarized from elsewhere.
JASS:
//stolen from https://www.hiveworkshop.com/threads/snippet-natural-logarithm.108059/
//credits to BlinkBoy
//range is [1,+inf)
//since Ln is only ever used in one place, and the range is actually always within 1 to +inf, use this version instead of a safer/slower one
function Ln takes real a returns real
local real sum = 0.0
loop
exitwhen a < bj_E
set a = a/bj_E
set sum = sum + 1.
endloop
return sum + (a-1.)*(1. + 8./(1.+ a) + 1./a)/6.
endfunction
Here's a demonstration of using this in wc3 to draw spirals
JASS:
function Trig_spiral_Actions takes nothing returns nothing
local integer counter = 0
local real speed = 80
local real radius = 500
local real loops = 5
local real x = 0
local real y = 0
local real angle = 0
local real currentradius = 0
local real length = 0
call AddSpecialEffect("Abilities\\Weapons\\FarseerMissile\\FarseerMissile.mdl",x,y)
loop
exitwhen angle >= bj_PI*2*loops
set currentradius = radius*angle/(2*bj_PI*loops)
call AddSpecialEffect("units\\nightelf\\Wisp\\Wisp.mdl",x+currentradius*Cos(angle),y+currentradius*Sin(angle)) //use negative angle value for clockwise spirals
set length = length+speed
set angle = GetSpiralAngle(length,radius/loops)
endloop
endfunction
There are probably better ways to get a first guess, and do root finding, but I don't know what they are and/or how they would be implemented.
If there are any related resources, or if this has actually already been done somewhere in the depths of wc3 mapmaking, please let me know so that I can never post again, out of embarrassment.
Last edited: