I've got a whole new problem for y'all! One that I sincerely hope can be solved.
So... ever since my battle to fit the "Pythagorean Theorem" into analogue logic (doable but... clunky), I've been progressing with my 3D project.
Admittedly, using my Pythag chip wouldn't be a problem, it's what comes next that I didn't foresee.
You see, the use of the Pythag chip was to provide value for the distance my character was from an object in 3D space:
This could be done in the (x,y) plane without coords by using a tag-sensor (since they operate in radial space rather than Cartesian space).
But... in the (y,z) or (x,z) planes, tag-sensors can't work, since they don't detect depth.
For that reason, I needed an analogue layer-sensor to provide me with z-axis coords, so that I could satisfy a depth-wise pythag formula.
I've finally got all that junk... at the expense of piston triangles everywhere.
What I need now is a way to find angles for my triangles (which operate using pistons).
Currently, my triangle prototype's vertical leg has a "tag" on it's end, while the horizontal leg has a block that pivots using a "look-at rotator." The pivoting blocks angle, as it stares at the tag, provides me with what I need, but I need a way to do this without tags.
I'm going to be emitting and destroying these triangles ad-nauseum, so I can't risk one's "tag" interfering with anothers "look-at rotator." The whole system must be self-contained with no tag signals floating about.
Mathematically you'd do this using SOH-CAH-TOA, but seeing as how LBP3 doesn't like math too much, I'd rather not spend the next couple of weeks finding a way to make it work.
So... any suggestions?

