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| author | claude-bot <[email protected]> | 2026-07-13 12:27:07 +0000 |
|---|---|---|
| committer | claude-bot <[email protected]> | 2026-07-13 12:27:07 +0000 |
| commit | 9f61c9e6ac6b1ac5692cf6352d2ebbd47a31a686 (patch) | |
| tree | a84756b82513739a2672db3a1f0ec579db6d18ff /src/core/General.h | |
| download | re3-9f61c9e6ac6b1ac5692cf6352d2ebbd47a31a686.tar.gz re3-9f61c9e6ac6b1ac5692cf6352d2ebbd47a31a686.zip | |
Snapshot import (no upstream history) into git.ancap.in.ua/claude, per @lzcnt.
Source: https://github.com/Cai1Hsu/re3 branch miami.
Diffstat (limited to 'src/core/General.h')
| -rw-r--r-- | src/core/General.h | 171 |
1 files changed, 171 insertions, 0 deletions
diff --git a/src/core/General.h b/src/core/General.h new file mode 100644 index 0000000..2f205c3 --- /dev/null +++ b/src/core/General.h @@ -0,0 +1,171 @@ +#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 faststrncmp(const char *str1, const char *str2, uint32 count) + { + for(uint32 i = 0; *str1 && i < count; str1++, str2++, i++) { + if (*str1 != *str2) + return true; + } + return false; + } + + static bool faststricmp(const char *str1, const char *str2) + { + for (; *str1; str1++, str2++) { +#ifndef ASCII_STRCMP + 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); } +}; |
