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author | aap <aap@papnet.eu> | 2020-04-17 15:15:42 +0200 |
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committer | aap <aap@papnet.eu> | 2020-04-17 15:15:42 +0200 |
commit | 6ef7924e0122155c390698bdd66e9757f4da5fa0 (patch) | |
tree | 80df77d24bd7a6fbcd29b4026fe7291b519bd4a3 /src | |
parent | librw submodule (diff) | |
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Diffstat (limited to '')
-rw-r--r-- | src/math/Vector2D.h | 12 | ||||
-rw-r--r-- | src/math/math.cpp | 13 | ||||
-rw-r--r-- | src/render/Skidmarks.cpp | 3 |
3 files changed, 22 insertions, 6 deletions
diff --git a/src/math/Vector2D.h b/src/math/Vector2D.h index 705ad763..0885a5d2 100644 --- a/src/math/Vector2D.h +++ b/src/math/Vector2D.h @@ -11,16 +11,18 @@ public: float Magnitude(void) const { return Sqrt(x*x + y*y); } float MagnitudeSqr(void) const { return x*x + y*y; } - void Normalise(void){ + void Normalise(void); + + void NormaliseSafe(void) { float sq = MagnitudeSqr(); - //if(sq > 0.0f){ + if(sq > 0.0f){ float invsqrt = RecipSqrt(sq); x *= invsqrt; y *= invsqrt; - //}else - // x = 1.0f; + }else + y = 1.0f; } - + const CVector2D &operator+=(CVector2D const &right) { x += right.x; y += right.y; diff --git a/src/math/math.cpp b/src/math/math.cpp index 4f74fac9..04fab797 100644 --- a/src/math/math.cpp +++ b/src/math/math.cpp @@ -5,6 +5,19 @@ // TODO: move more stuff into here void +CVector2D::Normalise(void) +{ + float sq = MagnitudeSqr(); + assert(sq != 0.0f); // just be safe here + //if(sq > 0.0f){ + float invsqrt = RecipSqrt(sq); + x *= invsqrt; + y *= invsqrt; + //}else + // x = 1.0f; +} + +void CMatrix::SetRotate(float xAngle, float yAngle, float zAngle) { float cX = Cos(xAngle); diff --git a/src/render/Skidmarks.cpp b/src/render/Skidmarks.cpp index 41ee5d1d..e003079e 100644 --- a/src/render/Skidmarks.cpp +++ b/src/render/Skidmarks.cpp @@ -214,7 +214,8 @@ CSkidmarks::RegisterOne(uintptr id, CVector pos, float fwdX, float fwdY, bool *i aSkidmarks[i].m_pos[aSkidmarks[i].m_last] = pos; CVector2D dist = aSkidmarks[i].m_pos[aSkidmarks[i].m_last] - aSkidmarks[i].m_pos[aSkidmarks[i].m_last-1]; - dist.Normalise(); + dist.NormaliseSafe(); + fwd.NormaliseSafe(); CVector2D right(dist.y, -dist.x); float turn = DotProduct2D(fwd, right); turn = Abs(turn) + 1.0f; |