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