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Aquaria/BBGE/MathFunctions.h
fgenesis f2d112b693 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
2012-01-31 19:25:13 +01:00

62 lines
1.6 KiB
C++

/*
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;
}
};