"Normalizing" angle directions so they are workable relative to each other. Includes angle_difference and atan2fmod functions as examples.
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AngleNorming/main.cpp

95 lines
2.6 KiB

#define OLC_PGE_APPLICATION
#include "pixelGameEngine.h"
#if defined(__EMSCRIPTEN__)
#include <emscripten.h>
#define FILE_RESOLVE(url, file) emscripten_wget(url, file); emscripten_sleep(0)
#else
#define FILE_RESOLVE(url, file)
#endif
using namespace olc;
float angle_difference(float angle_1, float angle_2)
{
angle_1=(angle_1<0)?angle_1+360:fmod(angle_1,360);
angle_2=(angle_2<0)?angle_2+360:fmod(angle_2,360);
float angle_diff = angle_1 - angle_2;
if (angle_diff > 180)
angle_diff -= 360;
else if (angle_diff < -180)
angle_diff += 360;
return -angle_diff;
}
//Points an angle from point1 to point2, returning an angle between 0-2*PI.
// (atan2 returns -PI to PI)
float atan2fmod(vd2d point1,vd2d point2){
float angle = atan2f(point2.y-point1.y,point2.x-point1.x);
if (angle<0) {
angle+=2*3.14159f;
}
return angle;
}
class Object{
public:
float facing_dir;
float rotation_spd;
vd2d pos;
vd2d size;
Object(vd2d pos, vd2d size, float rotation_spd=100*(3.14159f/180.f), float facing_dir=0)
:pos(pos),size(size),rotation_spd(rotation_spd),facing_dir(facing_dir) {}
void draw(PixelGameEngine*pge) {
pge->DrawCircle(pos,size.x);
pge->DrawLine(pos,{(int)(pos.x+4*cos(facing_dir)),(int)(pos.y+4*sin(facing_dir))});
}
};
// Override base class with your custom functionality
class Example : public olc::PixelGameEngine
{
public:
Example()
{
// Name your application
sAppName = "Rotation";
}
public:
Object*testRotationObj;
bool OnUserCreate() override
{
testRotationObj = new Object({(double)ScreenWidth()/2,(double)ScreenHeight()/2},{8,8});
return true;
}
bool OnUserUpdate(float fElapsedTime) override
{
Clear(BLACK);
float diffAng = atan2fmod(testRotationObj->pos,GetMousePos());
float rotAngle=angle_difference((180.f/3.14159f)*testRotationObj->facing_dir,(180.f/3.14159f)*diffAng);
//std::cout<<diffAng<<std::endl;
//std::cout<<" "<<rotAngle<<std::endl;
if (abs(rotAngle)>testRotationObj->rotation_spd*fElapsedTime*(180.f/3.14159f)) {
if (rotAngle>0) {
testRotationObj->facing_dir+=testRotationObj->rotation_spd*fElapsedTime;
} else {
testRotationObj->facing_dir-=testRotationObj->rotation_spd*fElapsedTime;
}
}
testRotationObj->draw(this);
return true;
}
};
int main()
{
Example demo;
if (demo.Construct(256, 240, 2, 2))
demo.Start();
return 0;
}