Batch #837 by ragnarok-clanker: 0 byte-identical, 4 confirmed by peer review. - fn_21007 CRenderObject::Heading: logic confirmed by peer review - fn_21008 CRenderObject::Face: logic confirmed by peer review - fn_21009 CRenderObject::HorizontalDistance: logic confirmed by peer review - fn_21010 CRenderObject::Distance: logic confirmed by peer review Reviewed-by: ragnarok-clanker Adds to the build: Source/Contents/ActorGeometry.cpp
54 lines
1.7 KiB
C++
54 lines
1.7 KiB
C++
#include "Contents/Actors/RenderObject.h"
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#include "Utility/Math/AffineMatrix.h"
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#include <cmath>
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// FUNCTION: fn_21007
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float __stdcall CRenderObject::Heading(float x, float z, float targetX, float targetZ) {
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const float deltaX = targetX - x;
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const float deltaZ = targetZ - z;
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float angle = (static_cast<float>(std::atan2(static_cast<double>(deltaX), static_cast<double>(-deltaZ))) / 3.141592f) * 180.0f;
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if (angle >= 360.0f) {
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angle -= 360.0f;
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}
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if (angle < 0.0f) {
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angle += 360.0f;
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}
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return angle;
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}
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// FUNCTION: fn_21008
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void CRenderObject::Face(float x, float z) {
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const float deltaX = x - this->render.position[0];
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const float deltaZ = z - this->render.position[2];
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if (deltaX != 0.0f || deltaZ != 0.0f) {
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float angle = (static_cast<float>(std::atan2(static_cast<double>(deltaX), static_cast<double>(-deltaZ))) / 3.141592f) * 180.0f;
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this->render.angle = angle;
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if (angle >= 360.0f) {
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angle -= 360.0f;
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this->render.angle = angle;
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}
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if (angle < 0.0f) {
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this->render.angle = angle + 360.0f;
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}
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}
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}
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// FUNCTION: fn_21009
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float CRenderObject::HorizontalDistance(float x, float z) const {
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const float deltaX = x - this->render.position[0];
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const float deltaZ = z - this->render.position[2];
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return SquareRoot(deltaZ * deltaZ + deltaX * deltaX);
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}
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// FUNCTION: fn_21010
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float CRenderObject::Distance(float x, float y, float z) const {
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const float deltaX = x - this->render.position[0];
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const float deltaZ = z - this->render.position[2];
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const float deltaY = y - this->render.position[1];
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const float horizontal = SquareRoot(deltaZ * deltaZ + deltaX * deltaX);
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return SquareRoot(horizontal * horizontal + deltaY * deltaY);
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}
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