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added wrappers around math functions
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@ -146,8 +146,8 @@ CPathFind::PreparePathData(void)
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numExtern++;
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if(InfoForTileCars[k].numLeftLanes + InfoForTileCars[k].numRightLanes > numLanes)
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numLanes = InfoForTileCars[k].numLeftLanes + InfoForTileCars[k].numRightLanes;
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maxX = max(maxX, fabs(InfoForTileCars[k].x));
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maxY = max(maxY, fabs(InfoForTileCars[k].y));
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maxX = max(maxX, Abs(InfoForTileCars[k].x));
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maxY = max(maxY, Abs(InfoForTileCars[k].y));
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}else if(InfoForTileCars[k].type == NodeTypeIntern)
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numIntern++;
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}
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@ -327,10 +327,10 @@ CPathFind::PreparePathDataForType(uint8 type, CTempNode *tempnodes, CPathInfoFor
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if(tempnodes[k].linkState != 1)
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continue;
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dx = tempnodes[k].pos.x - CoorsXFormed.x;
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if(fabs(dx) < nearestDist){
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if(Abs(dx) < nearestDist){
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dy = tempnodes[k].pos.y - CoorsXFormed.y;
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if(fabs(dy) < nearestDist){
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nearestDist = max(fabs(dx), fabs(dy));
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if(Abs(dy) < nearestDist){
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nearestDist = max(Abs(dx), Abs(dy));
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nearestId = k;
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}
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}
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@ -369,7 +369,7 @@ CPathFind::PreparePathDataForType(uint8 type, CTempNode *tempnodes, CPathInfoFor
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dx = m_pathNodes[tempnodes[nearestId].link1].pos.x - m_pathNodes[tempnodes[nearestId].link2].pos.x;
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dy = m_pathNodes[tempnodes[nearestId].link1].pos.y - m_pathNodes[tempnodes[nearestId].link2].pos.y;
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tempnodes[nearestId].pos = (tempnodes[nearestId].pos + CoorsXFormed)*0.5f;
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mag = sqrt(dx*dx + dy*dy);
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mag = Sqrt(dx*dx + dy*dy);
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tempnodes[nearestId].dirX = dx/mag;
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tempnodes[nearestId].dirY = dy/mag;
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// do something when number of lanes doesn't agree
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@ -464,7 +464,7 @@ CPathFind::PreparePathDataForType(uint8 type, CTempNode *tempnodes, CPathInfoFor
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posy = (m_pathNodes[i].pos.y + m_pathNodes[j].pos.y)*0.5f;
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dx = m_pathNodes[j].pos.x - m_pathNodes[i].pos.x;
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dy = m_pathNodes[j].pos.y - m_pathNodes[i].pos.y;
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mag = sqrt(dx*dx + dy*dy);
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mag = Sqrt(dx*dx + dy*dy);
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dx /= mag;
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dy /= mag;
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if(i < j){
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@ -1505,9 +1505,9 @@ void CReplay::ProcessLookAroundCam(void)
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else
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fAlphaAngleLookAroundCam = max(0.1f, min(1.5f, fAlphaAngleLookAroundCam + y_moved));
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CVector camera_pt(
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fDistanceLookAroundCam * sin(fBetaAngleLookAroundCam) * cos(fAlphaAngleLookAroundCam),
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fDistanceLookAroundCam * cos(fBetaAngleLookAroundCam) * cos(fAlphaAngleLookAroundCam),
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fDistanceLookAroundCam * sin(fAlphaAngleLookAroundCam)
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fDistanceLookAroundCam * Sin(fBetaAngleLookAroundCam) * Cos(fAlphaAngleLookAroundCam),
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fDistanceLookAroundCam * Cos(fBetaAngleLookAroundCam) * Cos(fAlphaAngleLookAroundCam),
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fDistanceLookAroundCam * Sin(fAlphaAngleLookAroundCam)
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);
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CVector focus = CVector(CameraFocusX, CameraFocusY, CameraFocusZ);
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camera_pt += focus;
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