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#pragma once
#include <ctype.h>
class CGeneral
{
public:
static float GetATanOfXY(float x, float y){
if(x == 0.0f && y == 0.0f)
return 0.0f;
float xabs = Abs(x);
float yabs = Abs(y);
if(xabs < yabs){
if(y > 0.0f){
if(x > 0.0f)
return 0.5f*PI - Atan2(x / y, 1.0f);
else
return 0.5f*PI + Atan2(-x / y, 1.0f);
}else{
if(x > 0.0f)
return 1.5f*PI + Atan2(x / -y, 1.0f);
else
return 1.5f*PI - Atan2(-x / -y, 1.0f);
}
}else{
if(y > 0.0f){
if(x > 0.0f)
return Atan2(y / x, 1.0f);
else
return PI - Atan2(y / -x, 1.0f);
}else{
if(x > 0.0f)
return 2.0f*PI - Atan2(-y / x, 1.0f);
else
return PI + Atan2(-y / -x, 1.0f);
}
}
}
static float LimitAngle(float angle)
{
float result = angle;
while (result >= 180.0f) {
result -= 2 * 180.0f;
}
while (result < -180.0f) {
result += 2 * 180.0f;
}
return result;
}
static float LimitRadianAngle(float angle)
{
float result = clamp(angle, -25.0f, 25.0f);
while (result >= PI) {
result -= 2 * PI;
}
while (result < -PI) {
result += 2 * PI;
}
return result;
}
// Returns an angle such that x2/y2 looks at x1/y1 with its forward vector if rotated by that angle
static float GetRadianAngleBetweenPoints(float x1, float y1, float x2, float y2)
{
float x = x2 - x1;
float y = y2 - y1;
if (y == 0.0f)
y = 0.0001f;
if (x > 0.0f) {
if (y > 0.0f)
return PI - Atan2(x / y, 1.0f);
else
return -Atan2(x / y, 1.0f);
} else {
if (y > 0.0f)
return -(PI + Atan2(x / y, 1.0f));
else
return -Atan2(x / y, 1.0f);
}
}
static float GetAngleBetweenPoints(float x1, float y1, float x2, float y2)
{
return RADTODEG(GetRadianAngleBetweenPoints(x1, y1, x2, y2));
}
// should return direction in 0-8 range. fits perfectly to peds' path directions.
static int GetNodeHeadingFromVector(float x, float y)
{
float angle = CGeneral::GetRadianAngleBetweenPoints(x, y, 0.0f, 0.0f);
if (angle < 0.0f)
angle += TWOPI;
angle = DEGTORAD(22.5f) + TWOPI - angle;
if (angle >= TWOPI)
angle -= TWOPI;
return (int)Floor(angle / DEGTORAD(45.0f));
}
// Unlike usual string comparison functions, these don't care about greater or lesser
static bool faststrcmp(const char *str1, const char *str2)
{
for (; *str1; str1++, str2++) {
if (*str1 != *str2)
return true;
}
return *str2 != '\0';
}
static bool faststricmp(const char *str1, const char *str2)
{
for (; *str1; str1++, str2++) {
#if MUCH_SLOWER || !defined _WIN32 || defined __MINGW32__
if (toupper(*str1) != toupper(*str2))
#else
if (__ascii_toupper(*str1) != __ascii_toupper(*str2))
#endif
return true;
}
return *str2 != '\0';
}
static bool SolveQuadratic(float a, float b, float c, float &root1, float &root2)
{
float discriminant = b * b - 4.f * a * c;
if (discriminant < 0.f)
return false;
float discriminantSqrt = Sqrt(discriminant);
root2 = (-b + discriminantSqrt) / (2.f * a);
root1 = (-b - discriminantSqrt) / (2.f * a);
return true;
}
// not too sure about all these...
static uint16 GetRandomNumber(void)
{ return myrand() & MYRAND_MAX; }
static bool GetRandomTrueFalse(void)
{ return GetRandomNumber() < MYRAND_MAX / 2; }
// Probably don't want to ever reach high
static float GetRandomNumberInRange(float low, float high)
{ return low + (high - low)*(GetRandomNumber()/float(MYRAND_MAX + 1)); }
static int32 GetRandomNumberInRange(int32 low, int32 high)
{ return low + (high - low)*(GetRandomNumber()/float(MYRAND_MAX + 1)); }
static void SetRandomSeed(int32 seed)
{ mysrand(seed); }
};
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