mirror of
https://github.com/AquariaOSE/Aquaria.git
synced 2024-12-26 22:55:50 +00:00
f2d112b693
- 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
62 lines
1.6 KiB
C++
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;
|
|
}
|
|
|
|
};
|
|
|