diff options
author | David Fioramonti | 2018-05-24 05:58:57 -0700 |
---|---|---|
committer | Thierry Crozat | 2018-07-03 23:08:48 +0100 |
commit | fb3dcb9ee0ff3b74e8c0a60cdc2c52821d7c879e (patch) | |
tree | 0c130ff1cc5658bac50f7567e2ee80b39e1ac883 /engines/titanic/star_control/fvector.cpp | |
parent | ccd46b7db90c5ea10394d9143111868ff3d5c5df (diff) | |
download | scummvm-rg350-fb3dcb9ee0ff3b74e8c0a60cdc2c52821d7c879e.tar.gz scummvm-rg350-fb3dcb9ee0ff3b74e8c0a60cdc2c52821d7c879e.tar.bz2 scummvm-rg350-fb3dcb9ee0ff3b74e8c0a60cdc2c52821d7c879e.zip |
TITANIC: Use degree conversion common math funcs
I tested the star puzzle and it is still good.
Diffstat (limited to 'engines/titanic/star_control/fvector.cpp')
-rw-r--r-- | engines/titanic/star_control/fvector.cpp | 19 |
1 files changed, 10 insertions, 9 deletions
diff --git a/engines/titanic/star_control/fvector.cpp b/engines/titanic/star_control/fvector.cpp index 46094dbdfc..6ebd297a1f 100644 --- a/engines/titanic/star_control/fvector.cpp +++ b/engines/titanic/star_control/fvector.cpp @@ -22,7 +22,8 @@ #include "titanic/star_control/fvector.h" #include "titanic/star_control/fpose.h" -//#include "common/textconsole.h" + +#include "common/math.h" namespace Titanic { @@ -44,8 +45,8 @@ FVector FVector::crossProduct(const FVector &src) const { } void FVector::rotVectAxisY(float angleDeg) { - float sinVal = sin(angleDeg * Deg2Rad); - float cosVal = cos(angleDeg * Deg2Rad); + float sinVal = sin(Common::deg2rad<double>(angleDeg)); + float cosVal = cos(Common::deg2rad<double>(angleDeg)); float x = cosVal * _x - sinVal * _z; float z = cosVal * _z + sinVal * _x; @@ -115,14 +116,14 @@ FPose FVector::getFrameTransform(const FVector &v) { FPose matrix1, matrix2, matrix3, matrix4; FVector vector1 = getAnglesAsVect(); - matrix1.setRotationMatrix(X_AXIS, vector1._y * Rad2Deg); - matrix2.setRotationMatrix(Y_AXIS, vector1._z * Rad2Deg); + matrix1.setRotationMatrix(X_AXIS, Common::rad2deg<double>(vector1._y)); + matrix2.setRotationMatrix(Y_AXIS, Common::rad2deg<double>(vector1._z)); fposeProd(matrix1, matrix2, matrix3); matrix4 = matrix3.inverseTransform(); vector1 = v.getAnglesAsVect(); - matrix1.setRotationMatrix(X_AXIS, vector1._y * Rad2Deg); - matrix2.setRotationMatrix(Y_AXIS, vector1._z * Rad2Deg); + matrix1.setRotationMatrix(X_AXIS, Common::rad2deg<double>(vector1._y)); + matrix2.setRotationMatrix(Y_AXIS, Common::rad2deg<double>(vector1._z)); fposeProd(matrix1, matrix2, matrix3); fposeProd(matrix4, matrix3, matrix1); @@ -132,8 +133,8 @@ FPose FVector::getFrameTransform(const FVector &v) { FPose FVector::formRotXY() const { FVector v1 = getAnglesAsVect(); FPose m1, m2; - m1.setRotationMatrix(X_AXIS, v1._y * Rad2Deg); - m2.setRotationMatrix(Y_AXIS, v1._z * Rad2Deg); + m1.setRotationMatrix(X_AXIS, Common::rad2deg<double>(v1._y)); + m2.setRotationMatrix(Y_AXIS, Common::rad2deg<double>(v1._z)); FPose m3; fposeProd(m1, m2, m3); return m3; |