02-24-2021, 07:51 AM
Hi,
The rotation state has nothing related to the direction functions.
The rotation state is to modify the facing direction of a piece dynamically, you can see its use in Ploy.lud
The (directions ...) function is not new, this is like that since more than half a year. AbsoluteDirection, RelativeDirection are all DirectionFunctions and some others directions functions exist (see the LGLG to see all). All the ludemes with Direction in entry can use them. However, it is possible that some ludemes are still using AbsoluteDirection alone, so in that case the directionFunction will not work for them, like that was the case for Push before the last release. For some that can be normal, but in general Direction should be in entry.
For the data, that ludeme is converting any ludeme in entry to a set of absoluteDirection, then the eval method of each ludeme use them to use the steps/radials etc...
1) OffDiagonalDirection has a strict definition (see LGLG: "All directions between two cells sharing a vertex but not an edge."), this is computed for all the tilings. If you think they are not there, that's because this is probably not OffDiagonalDirection. Apparently you speak about vertices, as you can see in that definition, this is not OffDiagonal.
2) Can not answer with just that. I need a concrete example, but if this is not the right result, I guess the description is incorrect.
3) Same here.
4) The first one is returning the indices of the cells of the vertex from, the second one is returning the list of vertices of the cell from which is not the same.
To expect a good and quicker answer, please use a different thread for each question with when possible an example .lud showing the issue, when you put too much questions in the same message, that becomes to hard to follow for us and often not possible to help you.
Regards,
Eric
The rotation state has nothing related to the direction functions.
The rotation state is to modify the facing direction of a piece dynamically, you can see its use in Ploy.lud
The (directions ...) function is not new, this is like that since more than half a year. AbsoluteDirection, RelativeDirection are all DirectionFunctions and some others directions functions exist (see the LGLG to see all). All the ludemes with Direction in entry can use them. However, it is possible that some ludemes are still using AbsoluteDirection alone, so in that case the directionFunction will not work for them, like that was the case for Push before the last release. For some that can be normal, but in general Direction should be in entry.
For the data, that ludeme is converting any ludeme in entry to a set of absoluteDirection, then the eval method of each ludeme use them to use the steps/radials etc...
1) OffDiagonalDirection has a strict definition (see LGLG: "All directions between two cells sharing a vertex but not an edge."), this is computed for all the tilings. If you think they are not there, that's because this is probably not OffDiagonalDirection. Apparently you speak about vertices, as you can see in that definition, this is not OffDiagonal.
2) Can not answer with just that. I need a concrete example, but if this is not the right result, I guess the description is incorrect.
3) Same here.
4) The first one is returning the indices of the cells of the vertex from, the second one is returning the list of vertices of the cell from which is not the same.
To expect a good and quicker answer, please use a different thread for each question with when possible an example .lud showing the issue, when you put too much questions in the same message, that becomes to hard to follow for us and often not possible to help you.
Regards,
Eric