rodecomp/Source/Contents/Effects/EZ2STREffectEx.cpp
ragnarok-clanker 0c1abf8ee8 Decompile fn_06966 (ScreenAngle)
Batch #16017 by Yommy: 0 byte-identical, 1 confirmed by peer review.

- fn_06966 ScreenAngle: logic confirmed by peer review

Peer-reviewed-by: ragnarok-clanker, alisonrag, bgamez23
Accepted without human review: peers confirmed the logic ("same" ahead by at least 3, with 70% of the votes).
2026-11-10 16:52:58 +00:00

54 lines
1.3 KiB
C++

#include "Contents/Effects/EZ2STREffectEx.h"
#include "Contents/Effects/EffectMemoryMgr.h"
#include "Render/Renderer.h"
#include "Utility/Math/AffineMatrix.h"
#include <cmath>
// OFFSET: 0x006FF480
// FUNCTION: fn_06962
CEZ2STREffectEx::CEZ2STREffectEx() : CEffect(-1), emitter(nullptr), timed(0), frameStep(0), alternateRender(0) {
}
// OFFSET: 0x006FF740
// FUNCTION: fn_06964
void CEZ2STREffectEx::Close() {
if (this->emitter) {
FreeParticle(reinterpret_cast<CParticle*>(this->emitter));
this->emitter = nullptr;
}
}
// OFFSET: 0x006FF770
// FUNCTION: fn_06965
void CEZ2STREffectEx::EnableTimeLimit() {
this->timed = 1;
}
// OFFSET: 0x006FF780
// FUNCTION: fn_06966
float ScreenAngle(const float* from, const float* to, const float* matrix) {
float fromX;
float fromY;
float fromDepth = 0.0f;
float toX;
float toY;
float toDepth = 0.0f;
g_renderer->ProjectViewport(from, matrix, &fromX, &fromY, &fromDepth);
g_renderer->ProjectViewport(to, matrix, &toX, &toY, &toDepth);
const float dx = toX - fromX;
const float dy = toY - fromY;
const float length = SquareRoot(dy * dy + dx * dx);
if (length == 0.0f) {
return 0.0f;
}
float angle = static_cast<float>(std::acos(static_cast<double>(dx / length))) / 3.141592f * 180.0f;
if (fromY > toY) {
angle = 360.0f - angle;
}
return angle;
}