#include "framework.h" #include "trmath.h" #include #include "prng.h" using namespace T5M::Math::Random; short ANGLE(float angle) { return angle * 65536.0f / 360.0f; } short FROM_RAD(float angle) { return angle / RADIAN * 65536.0f / 360.0f; } float TO_DEGREES(short angle) { return (unsigned short) angle * 360.0f / 65536.0f; } float TO_RAD(short angle) { return angle * 360.0f / 65536.0f * RADIAN; } const float lerp(float v0, float v1, float t) { return (1 - t) * v0 + t * v1; } const Vector3 getRandomVector() { Vector3 v = {generateFloat(-1,1),generateFloat(-1,1),generateFloat(-1,1)}; v.Normalize(); return v; } const Vector3 getRandomVectorInCone(const Vector3& direction, const float angleDegrees) { float x = generateFloat(-angleDegrees, angleDegrees) * RADIAN; float y = generateFloat(-angleDegrees, angleDegrees) * RADIAN; float z = generateFloat(-angleDegrees, angleDegrees) * RADIAN; Matrix m = Matrix::CreateRotationX(x)* Matrix::CreateRotationY(y) * Matrix::CreateRotationZ(z); Vector3 result = direction.TransformNormal(direction, m); result.Normalize(); return result; } float phd_sin(short a) { return sin(TO_RAD(a)); } float phd_cos(short a) { return cos(TO_RAD(a)); } int mGetAngle(int x1, int y1, int x2, int y2) { return (65536 - phd_atan(x2 - x1, y2 - y1)) % 65536; } int phd_atan(int x, int y) { return FROM_RAD(atan2(y, x)); } void phd_GetVectorAngles(int x, int y, int z, short* angles) { const auto angle = atan2(x, z); auto vector = Vector3(x, y, z); const auto matrix = Matrix::CreateRotationY(-angle); Vector3::Transform(vector, matrix, vector); angles[0] = FROM_RAD(angle); angles[1] = FROM_RAD(-atan2(y, vector.z)); } void phd_RotBoundingBoxNoPersp(PHD_3DPOS* pos, BOUNDING_BOX* bounds, BOUNDING_BOX* tbounds) { Matrix world = Matrix::CreateFromYawPitchRoll( TO_RAD(pos->yRot), TO_RAD(pos->xRot), TO_RAD(pos->zRot) ); Vector3 bMin = Vector3(bounds->X1, bounds->Y1, bounds->Z1); Vector3 bMax = Vector3(bounds->X2, bounds->Y2, bounds->Z2); bMin = Vector3::Transform(bMin, world); bMax = Vector3::Transform(bMax, world); tbounds->X1 = bMin.x; tbounds->X2 = bMax.x; tbounds->Y1 = bMin.y; tbounds->Y2 = bMax.y; tbounds->Z1 = bMin.z; tbounds->Z2 = bMax.z; }