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-rw-r--r--src/core/General.h171
1 files changed, 171 insertions, 0 deletions
diff --git a/src/core/General.h b/src/core/General.h
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+++ 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); }
+};