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initial commit. This is icculus version 5542b94cae02a6333845854bbbd1abe0a259f1a4
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98
BBGE/MathFunctions.h
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98
BBGE/MathFunctions.h
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/*
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Copyright (C) 2007, 2010 - Bit-Blot
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This file is part of Aquaria.
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Aquaria is free software; you can redistribute it and/or
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modify it under the terms of the GNU General Public License
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as published by the Free Software Foundation; either version 2
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of the License, or (at your option) any later version.
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This program is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
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See the GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with this program; if not, write to the Free Software
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Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
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*/
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#include "Base.h"
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#ifdef __GNUC__
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#define UNUSED __attribute__((unused)) // Avoid "unused function" warnings
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#else
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#define UNUSED //nothing
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#endif
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namespace MathFunctions
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{
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UNUSED static void calculateAngleBetweenVectorsInDegrees(const Vector &vector1, const Vector &vector2, float &solutionAngle)
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{
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Vector dist = vector1 - vector2;
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// 0 is down
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// 90 is right
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// 180 is up
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// 270 is left
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// 360 is down
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solutionAngle = atan2f(dist.y, fabsf(dist.x));
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solutionAngle = (solutionAngle/PI)*180;
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if (dist.x < 0)
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solutionAngle = 180-solutionAngle;
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solutionAngle += 90;
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}
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UNUSED static float toRadians(float rot)
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{
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return PI-(rot*PI)/180.0f;
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}
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UNUSED static float getAngleToVector(const Vector &addVec, float offsetAngle = 0)
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{
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float angle=0;
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MathFunctions::calculateAngleBetweenVectorsInDegrees(Vector(0,0,0), addVec, angle);
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angle = 180-(360-angle);
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angle += offsetAngle;
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return angle;
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}
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UNUSED static void calculateAngleBetweenVectorsInRadians(Vector vector1, Vector vector2, float &solutionAngle)
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{
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Vector dist = vector1 - vector2;
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solutionAngle = atan2f(dist.y, fabsf(dist.x));
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if (dist.x < 0)
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solutionAngle = PI - solutionAngle;
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/*
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solutionAngle = -solutionAngle;
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solutionAngle += PI/2;
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*/
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/*
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if (dist.x<0)
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solutionAngle = PI - solutionAngle;
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*/
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/*
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vector1.normalize2D();
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vector2.normalize2D();
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solutionAngle = cosf((vector1.x*vector2.x + vector2.y*vector2.y));
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*/
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//solutionAngle = acosf(vector1.dot(vector2) / (sqrt(vector1.dot(vector1) * vector2.dot(vector2))));
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//solutionAngle = acosf(vector1.dot(vector2) / (vector1.getLength2D() * vector2.getLength2D()));
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/*
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solutionAngle = (solutionAngle /PI)*180;
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if (dist.x < 0)
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solutionAngle = 180-solutionAngle;
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*/
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}
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};
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