Use Ogre's asin/acos functions which will protect against NaNs

actorid
scrawl 11 years ago
parent 48a08c4c4d
commit 90b55c8d4b

@ -12,13 +12,13 @@
#include "creaturestats.hpp"
#include "npcstats.hpp"
#include "OgreMath.h"
#include <OgreMath.h>
namespace
{
static float sgn(float a)
static float sgn(Ogre::Radian a)
{
if(a > 0)
if(a.valueDegrees() > 0)
return 1.0;
return -1.0;
}
@ -106,7 +106,7 @@ namespace MWMechanics
float directionY = dest.mY - start.mY;
float directionResult = sqrt(directionX * directionX + directionY * directionY);
zAngle = Ogre::Radian( acos(directionY / directionResult) * sgn(asin(directionX / directionResult)) ).valueDegrees();
zAngle = Ogre::Radian( Ogre::Math::ACos(directionY / directionResult) * sgn(Ogre::Math::ASin(directionX / directionResult)) ).valueDegrees();
// TODO: use movement settings instead of rotating directly
MWBase::Environment::get().getWorld()->rotateObject(actor, 0, 0, zAngle, false);

@ -53,9 +53,9 @@ namespace
return sqrt(x * x + y * y + z * z);
}
static float sgn(float a)
static float sgn(Ogre::Radian a)
{
if(a > 0)
if(a.valueRadians() > 0)
return 1.0;
return -1.0;
}
@ -196,7 +196,7 @@ namespace MWMechanics
float directionY = nextPoint.mY - y;
float directionResult = sqrt(directionX * directionX + directionY * directionY);
return Ogre::Radian(acos(directionY / directionResult) * sgn(asin(directionX / directionResult))).valueDegrees();
return Ogre::Radian(Ogre::Math::ACos(directionY / directionResult) * sgn(Ogre::Math::ASin(directionX / directionResult))).valueDegrees();
}
bool PathFinder::checkWaypoint(float x, float y, float z)

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