Serious-Engine/Sources/Engine/Math/Functions.cpp
Ryan C. Gordon 1a2ccb8f50 Merge github.com:Croteam-Official/Serious-Engine
Conflicts:
	Sources/Ecc/Parser.cpp
	Sources/Ecc/Scanner.cpp
	Sources/Engine/Base/Scanner.cpp
	Sources/Engine/GameAgent/GameAgent.cpp
	Sources/Engine/Graphics/Gfx_wrapper.h
	Sources/Engine/Network/Network.cpp
	Sources/Engine/Sound/SoundDecoder.h
	Sources/Engine/Templates/HashTableTemplate.cpp
	Sources/Engine/Terrain/Terrain.h
	Sources/EntitiesMP/ParticleCloudsHolder.es
	Sources/EntitiesMP/ParticleCloudsMarker.es
	Sources/SeriousSam/CDCheck.h
	Sources/SeriousSam/Menu.cpp
	Sources/SeriousSam/MenuGadgets.cpp
	Sources/SeriousSam/SeriousSam.cpp
	Sources/SeriousSam/SplashScreen.cpp
	Sources/SeriousSam/StdH.cpp
	Sources/SeriousSam/StdH.h
	Sources/Shaders/StdH.cpp
2016-04-02 23:56:12 -04:00

95 lines
2.7 KiB
C++

/* Copyright (c) 2002-2012 Croteam Ltd.
This program is free software; you can redistribute it and/or modify
it under the terms of version 2 of the GNU General Public License as published by
the Free Software Foundation
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU General Public License for more details.
You should have received a copy of the GNU General Public License along
with this program; if not, write to the Free Software Foundation, Inc.,
51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA. */
#include "Engine/StdH.h"
#include <Engine/Math/Functions.h>
/////////////////////////////////////////////////////////////////////
// Snapping functions
// does "snap to grid" for given coordinate
void Snap( FLOAT &fDest, FLOAT fStep)
{
// this must use floor() to get proper snapping of negative values.
FLOAT fDiv = fDest/fStep;
FLOAT fRound = fDiv + 0.5f;
FLOAT fSnap = FLOAT(floor(fRound));
FLOAT fRes = fSnap * fStep;
fDest = fRes;
}
// does "snap to grid" for given coordinate
void Snap( DOUBLE &fDest, DOUBLE fStep)
{
// this must use floor() to get proper snapping of negative values.
DOUBLE fDiv = fDest/fStep;
DOUBLE fRound = fDiv + 0.5f;
DOUBLE fSnap = DOUBLE(floor(fRound));
DOUBLE fRes = fSnap * fStep;
fDest = fRes;
}
#if 0
// does "snap to grid" for given angle
void Snap( ANGLE &angDest, ANGLE angStep)
{
/* Watch out for unsigned-signed mixing!
All sub-expressions and arguments must be unsigned for this to work correctly!
Unfortunately, ANGLE is not an unsigned type by default, so we must cast it.
Also, angStep must be a divisor of ANGLE_180!
*/
ASSERT(ANGLE_180%angStep == 0); // don't test with ANGLE_360 ,since it is 0!
angDest = ANGLE( ((UWORD(angDest)+UWORD(angStep)/2U)/UWORD(angStep))*UWORD(angStep) );
}
#endif
double adSinQuadrants[4][2] =
{
{1.0, 0.0},
{-1.0, -90.0},
{-1.0, 0.0},
{1.0, -90.0},
};
double adCosQuadrants[4][2] =
{
{-1.0, -90.0},
{-1.0, 0.0},
{1.0, -90.0},
{1.0, 0.0},
};
FLOAT Sin(ANGLE a)
{
double aWrapped = WrapAngle(a);
double aIn90 = fmod(aWrapped, 90.0);
int iQuadrant = int(aWrapped/90.0);
double fSin = adSinQuadrants[iQuadrant][0]*
sin((aIn90+adSinQuadrants[iQuadrant][1])*PI/ANGLE_180);
return FLOAT (fSin);
}
FLOAT Cos(ANGLE a)
{
double aWrapped = WrapAngle(a);
double aIn90 = fmod(aWrapped, 90.0);
int iQuadrant = int(aWrapped/90.0);
double fCos = adCosQuadrants[iQuadrant][0]*
sin((aIn90+adCosQuadrants[iQuadrant][1])*PI/ANGLE_180);
return FLOAT (fCos);
}
FLOAT Tan(ANGLE a)
{
return Sin(a)/Cos(a);
}