[11882] Improve a few functions related to Angle calculation

Signed-off-by: Schmoozerd <schmoozerd@scriptdev2.com>
This commit is contained in:
C:/Program Files (x86)/git/dev/rsa 2012-01-23 22:34:15 +01:00 committed by Schmoozerd
parent de3bdc0ed0
commit 2c175f6d82
3 changed files with 17 additions and 13 deletions

View file

@ -1187,17 +1187,21 @@ bool WorldObject::IsInRange3d(float x, float y, float z, float minRange, float m
float WorldObject::GetAngle(const WorldObject* obj) const
{
if(!obj) return 0;
return GetAngle( obj->GetPositionX(), obj->GetPositionY() );
if (!obj)
return 0.0f;
MANGOS_ASSERT(obj != this);
return GetAngle(obj->GetPositionX(), obj->GetPositionY());
}
// Return angle in range 0..2*pi
float WorldObject::GetAngle( const float x, const float y ) const
float WorldObject::GetAngle(const float x, const float y) const
{
float dx = x - GetPositionX();
float dy = y - GetPositionY();
float ang = atan2(dy, dx);
float ang = atan2(dy, dx); // returns value between -Pi..Pi
ang = (ang >= 0) ? ang : 2 * M_PI_F + ang;
return ang;
}
@ -1205,7 +1209,7 @@ float WorldObject::GetAngle( const float x, const float y ) const
bool WorldObject::HasInArc(const float arcangle, const WorldObject* obj) const
{
// always have self in arc
if(obj == this)
if (obj == this)
return true;
float arc = arcangle;
@ -1213,12 +1217,12 @@ bool WorldObject::HasInArc(const float arcangle, const WorldObject* obj) const
// move arc to range 0.. 2*pi
arc = MapManager::NormalizeOrientation(arc);
float angle = GetAngle( obj );
float angle = GetAngle(obj);
angle -= m_position.o;
// move angle to range -pi ... +pi
angle = MapManager::NormalizeOrientation(angle);
if(angle > M_PI_F)
if (angle > M_PI_F)
angle -= 2.0f*M_PI_F;
float lborder = -1 * (arc/2.0f); // in range -pi..0
@ -1581,7 +1585,7 @@ namespace MaNGOS
{
public:
NearUsedPosDo(WorldObject const& obj, WorldObject const* searcher, float absAngle, ObjectPosSelector& selector)
: i_object(obj), i_searcher(searcher), i_absAngle(absAngle), i_selector(selector) {}
: i_object(obj), i_searcher(searcher), i_absAngle(MapManager::NormalizeOrientation(absAngle)), i_selector(selector) {}
void operator()(Corpse*) const {}
void operator()(DynamicObject*) const {}
@ -1635,10 +1639,10 @@ namespace MaNGOS
float angle = i_object.GetAngle(u) - i_absAngle;
// move angle to range -pi ... +pi
while (angle > M_PI_F)
// move angle to range -pi ... +pi, range before is -2Pi..2Pi
if (angle > M_PI_F)
angle -= 2.0f * M_PI_F;
while (angle < -M_PI_F)
else if (angle < -M_PI_F)
angle += 2.0f * M_PI_F;
i_selector.AddUsedArea(u->GetObjectBoundingRadius(), angle, dist2d);