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Got rid of some radians to degrees to radians conversions.
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3ebe9fb34f
commit
1ed6e95c07
5 changed files with 10 additions and 10 deletions
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@ -36,13 +36,13 @@ namespace
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float getZAngleToDir(const osg::Vec3f& dir)
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{
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return osg::RadiansToDegrees(std::atan2(dir.x(), dir.y()));
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return std::atan2(dir.x(), dir.y());
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}
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float getXAngleToDir(const osg::Vec3f& dir, float dirLen = 0.0f)
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{
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float len = (dirLen > 0.0f)? dirLen : dir.length();
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return osg::RadiansToDegrees(-std::asin(dir.z() / len));
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return -std::asin(dir.z() / len);
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}
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@ -221,12 +221,12 @@ namespace MWMechanics
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if(movement.mRotation[2] != 0)
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{
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if(zTurn(actor, osg::DegreesToRadians(movement.mRotation[2]))) movement.mRotation[2] = 0;
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if(zTurn(actor, movement.mRotation[2])) movement.mRotation[2] = 0;
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}
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if(movement.mRotation[0] != 0)
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{
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if(smoothTurn(actor, osg::DegreesToRadians(movement.mRotation[0]), 0)) movement.mRotation[0] = 0;
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if(smoothTurn(actor, movement.mRotation[0], 0)) movement.mRotation[0] = 0;
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}
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bool& attack = storage.mAttack;
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@ -104,7 +104,7 @@ bool MWMechanics::AiPackage::pathTo(const MWWorld::Ptr& actor, ESM::Pathgrid::Po
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actor.getClass().getMovementSettings(actor).mPosition[0] = 1;
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actor.getClass().getMovementSettings(actor).mPosition[1] = 1;
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// change the angle a bit, too
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zTurn(actor, osg::DegreesToRadians(mPathFinder.getZAngleToNext(pos.pos[0] + 1, pos.pos[1])));
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zTurn(actor, mPathFinder.getZAngleToNext(pos.pos[0] + 1, pos.pos[1]));
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}
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}
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else { //Not stuck, so reset things
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@ -117,7 +117,7 @@ bool MWMechanics::AiPackage::pathTo(const MWWorld::Ptr& actor, ESM::Pathgrid::Po
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actor.getClass().getMovementSettings(actor).mPosition[1] = 1; //Just run forward the rest of the time
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}
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zTurn(actor, osg::DegreesToRadians(mPathFinder.getZAngleToNext(pos.pos[0], pos.pos[1])));
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zTurn(actor, mPathFinder.getZAngleToNext(pos.pos[0], pos.pos[1]));
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return false;
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}
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@ -234,7 +234,7 @@ namespace MWMechanics
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if(walking) // have not yet reached the destination
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{
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// turn towards the next point in mPath
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zTurn(actor, osg::DegreesToRadians(storage.mPathFinder.getZAngleToNext(pos.pos[0], pos.pos[1])));
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zTurn(actor, storage.mPathFinder.getZAngleToNext(pos.pos[0], pos.pos[1]));
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actor.getClass().getMovementSettings(actor).mPosition[1] = 1;
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evadeObstacles(actor, storage, duration);
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@ -397,7 +397,7 @@ namespace MWMechanics
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actor.getClass().getMovementSettings(actor).mPosition[1] = 0.1f;
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// change the angle a bit, too
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const ESM::Position& pos = actor.getRefData().getPosition();
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zTurn(actor, osg::DegreesToRadians(storage.mPathFinder.getZAngleToNext(pos.pos[0] + 1, pos.pos[1])));
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zTurn(actor, storage.mPathFinder.getZAngleToNext(pos.pos[0] + 1, pos.pos[1]));
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}
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mStuckCount++; // TODO: maybe no longer needed
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}
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@ -264,7 +264,7 @@ namespace MWMechanics
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float directionX = nextPoint.mX - x;
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float directionY = nextPoint.mY - y;
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return osg::RadiansToDegrees(std::atan2(directionX, directionY));
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return std::atan2(directionX, directionY);
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}
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bool PathFinder::checkPathCompleted(float x, float y, float tolerance)
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@ -40,7 +40,7 @@ namespace MWMechanics
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bool checkPathCompleted(float x, float y, float tolerance = PathTolerance);
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///< \Returns true if we are within \a tolerance units of the last path point.
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/// In degrees
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/// In radians
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float getZAngleToNext(float x, float y) const;
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bool isPathConstructed() const
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