forked from metin2/client
Solution refactoring and restructuring, removed Boost dependency, removed unused tools
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41
src/GameLib/GameUtil.h
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41
src/GameLib/GameUtil.h
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#pragma once
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// Collision Detection
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// Dynamic VS Dynamic
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bool DetectCollisionDynamicSphereVSDynamicSphere(const CDynamicSphereInstance & c_rSphere1, const CDynamicSphereInstance & c_rSphere2);
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bool DetectCollisionDynamicZCylinderVSDynamicZCylinder(const CDynamicSphereInstance & c_rSphere1, const CDynamicSphereInstance & c_rSphere2);
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// Dynamic VS Static
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//bool DetectCollisionDynamicSphereVSStaticPlane(const CDynamicSphereInstance & c_rSphere, const TPlaneData & c_rPlaneData);
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//bool DetectCollisionDynamicSphereVSStaticSphere(const CDynamicSphereInstance & c_rSphere, const TSphereData & c_rSphereData);
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//bool DetectCollisionDynamicSphereVSStaticCylinder(const CDynamicSphereInstance & c_rSphere, const TCylinderData & c_rCylinderData);
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//bool DetectCollisionDynamicSphereVSStaticBox(const TSphereInstance & c_rSphere, const TBoxData & c_rBoxData);
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// Static VS Static
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//bool DetectCollisionStaticSphereVSStaticSphere(const CDynamicSphereInstance & c_rSphere1, const TSphereData & c_rSphere2);
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//bool DetectCollisionStaticSphereVSStaticCylinder(const CDynamicSphereInstance & c_rSphere, const TCylinderData & c_rCylinder);
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//bool DetectCollisionStaticSphereVSStaticBox(const TSphereData & c_rSphere, const TBoxData & c_rBox);
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// Rotation
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float GetDegreeFromPosition(float x, float y);
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float GetDegreeFromPosition2(float sx, float sy, float ex, float ey);
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float GetInterpolatedRotation(float begin, float end, float curRate);
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bool IsSameDirectionRotation();
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bool IsCWRotation(float begin, float end);
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bool IsCCWRotation(float begin, float end);
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bool IsCWAcuteAngle(float begin, float end);
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bool IsCCWAcuteAngle(float begin, float end);
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// NOTE - Finally, this code is same with upper rotating direction code.
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enum EDegree_Direction
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{
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DEGREE_DIRECTION_SAME = 0,
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DEGREE_DIRECTION_RIGHT = 1,
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DEGREE_DIRECTION_LEFT = 2,
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};
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float GetDegreeDifference(float fSource, float fTarget);
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int GetRotatingDirection(float fSource, float fTarget);
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// Converting Rotation
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float CameraRotationToCharacterRotation(float fCameraRotation);
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float CharacterRotationToCameraRotation(float fCharacterRotation);
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