mirror of
https://github.com/AquariaOSE/Aquaria.git
synced 2024-11-15 22:19:07 +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++
/*
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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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};
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