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Minor debug improvements + misc

- Spend less time starting up when not compiled with AQUARIA_FULL/DEMO
- removed entity_setTouchDamage and bone_setTouchDamage, the used variable was never read
- repositioned debug overlay texts, that they are not in the way on wide resolutions
- show used Lua memory in debug text
- very slow slowmo on Shift+F devkey
- fixed RenderObject::isfhr()/isfvr() to be really recursive
  (they were never used until the animation editor fixes - this rotates
   bones on one or more h.flipped parents in the same direction as
   never h.flipped ones)
- removed some unused stuff
This commit is contained in:
fgenesis 2012-01-31 19:25:13 +01:00
commit f2d112b693
7 changed files with 50 additions and 106 deletions

View file

@ -58,41 +58,5 @@ namespace MathFunctions
return angle;
}
UNUSED static void calculateAngleBetweenVectorsInRadians(Vector vector1, Vector vector2, float &solutionAngle)
{
Vector dist = vector1 - vector2;
solutionAngle = atan2f(dist.y, fabsf(dist.x));
if (dist.x < 0)
solutionAngle = PI - solutionAngle;
/*
solutionAngle = -solutionAngle;
solutionAngle += PI/2;
*/
/*
if (dist.x<0)
solutionAngle = PI - solutionAngle;
*/
/*
vector1.normalize2D();
vector2.normalize2D();
solutionAngle = cosf((vector1.x*vector2.x + vector2.y*vector2.y));
*/
//solutionAngle = acosf(vector1.dot(vector2) / (sqrt(vector1.dot(vector1) * vector2.dot(vector2))));
//solutionAngle = acosf(vector1.dot(vector2) / (vector1.getLength2D() * vector2.getLength2D()));
/*
solutionAngle = (solutionAngle /PI)*180;
if (dist.x < 0)
solutionAngle = 180-solutionAngle;
*/
}
};