Fix sin & cos calls

This commit is contained in:
Sergeanur 2021-05-27 16:53:50 +03:00
parent 2ad3a75be5
commit a11bf19b93
4 changed files with 17 additions and 17 deletions

View File

@ -1330,8 +1330,8 @@ void CCarCtrl::WeaveForOtherCar(CEntity* pOtherEntity, CVehicle* pVehicle, float
forward.NormaliseSafe();
float forwardAngle = CGeneral::GetATanOfXY(forward.x, forward.y);
float angleDiff = angleBetweenVehicles - forwardAngle;
float lenProjection = ABS(pOtherCar->GetColModel()->boundingBox.max.y * sin(angleDiff));
float widthProjection = ABS(pOtherCar->GetColModel()->boundingBox.max.x * cos(angleDiff));
float lenProjection = ABS(pOtherCar->GetColModel()->boundingBox.max.y * Sin(angleDiff));
float widthProjection = ABS(pOtherCar->GetColModel()->boundingBox.max.x * Cos(angleDiff));
float lengthToEvade = (2 * (lenProjection + widthProjection) + WIDTH_COEF_TO_WEAVE_SAFELY * 2 * pVehicle->GetColModel()->boundingBox.max.x) / distance;
float diffToLeftAngle = LimitRadianAngle(angleBetweenVehicles - *pAngleToWeaveLeft);
diffToLeftAngle = ABS(diffToLeftAngle);

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@ -437,8 +437,8 @@ int8 CRunningScript::ProcessCommands300To399(int32 command)
float length = *(float*)&ScriptParams[5];
float x, y;
if (angle != 0.0f){
y = cos(angle) * length;
x = sin(angle) * length;
y = Cos(angle) * length;
x = Sin(angle) * length;
}else{
y = length;
x = 0.0f;

View File

@ -948,10 +948,10 @@ void CRunningScript::PlayerInAngledAreaCheckCommand(int32 command, uint32* pIp)
initAngle -= TWOPI;
// it looks like the idea is to use a rectangle using the diagonal of the rectangle as
// the side of new rectangle, with "length" being the length of second side
float rotatedSupX = supX + side2length * sin(initAngle);
float rotatedSupY = supY - side2length * cos(initAngle);
float rotatedInfX = infX + side2length * sin(initAngle);
float rotatedInfY = infY - side2length * cos(initAngle);
float rotatedSupX = supX + side2length * Sin(initAngle);
float rotatedSupY = supY - side2length * Cos(initAngle);
float rotatedInfX = infX + side2length * Sin(initAngle);
float rotatedInfY = infY - side2length * Cos(initAngle);
float side1X = supX - infX;
float side1Y = supY - infY;
float side1Length = CVector2D(side1X, side1Y).Magnitude();

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@ -4933,9 +4933,9 @@ CCam::Process_FollowCar_SA(const CVector& CameraTarget, float TargetOrientation,
AlphaSpeed = 0.0;
Distance = 1000.0;
Front.x = -(cos(Beta) * cos(Alpha));
Front.y = -(sin(Beta) * cos(Alpha));
Front.z = sin(Alpha);
Front.x = -(Cos(Beta) * Cos(Alpha));
Front.y = -(Sin(Beta) * Cos(Alpha));
Front.z = Sin(Alpha);
m_aTargetHistoryPosOne = TargetCoors - nextDistance * Front;
@ -5210,9 +5210,9 @@ CCam::Process_FollowCar_SA(const CVector& CameraTarget, float TargetOrientation,
lastBeta = Beta;
Front.x = -(cos(Beta) * cos(Alpha));
Front.y = -(sin(Beta) * cos(Alpha));
Front.z = sin(Alpha);
Front.x = -(Cos(Beta) * Cos(Alpha));
Front.y = -(Sin(Beta) * Cos(Alpha));
Front.z = Sin(Alpha);
GetVectorsReadyForRW();
TheCamera.m_bCamDirectlyBehind = false;
TheCamera.m_bCamDirectlyInFront = false;
@ -5222,9 +5222,9 @@ CCam::Process_FollowCar_SA(const CVector& CameraTarget, float TargetOrientation,
m_cvecTargetCoorsForFudgeInter = TargetCoors;
m_aTargetHistoryPosThree = m_aTargetHistoryPosOne;
float nextAlpha = alphaWithSpeedAccounted + zoomModeAlphaOffset;
float nextFrontX = -(cos(Beta) * cos(nextAlpha));
float nextFrontY = -(sin(Beta) * cos(nextAlpha));
float nextFrontZ = sin(nextAlpha);
float nextFrontX = -(Cos(Beta) * Cos(nextAlpha));
float nextFrontY = -(Sin(Beta) * Cos(nextAlpha));
float nextFrontZ = Sin(nextAlpha);
m_aTargetHistoryPosOne.x = TargetCoors.x - nextFrontX * nextDistance;
m_aTargetHistoryPosOne.y = TargetCoors.y - nextFrontY * nextDistance;