libdgl/DGLMATH.C
Gered 62af8575c6 various updates i've left uncommitted for many months
- rename standard integer types to a more familiar (u)int(8/16/32)
- many function/struct renames. i don't _really_ know if what i've done
  for this is better, but it "feels" better to me. many draw/blit
  function names are shorter which is nice, at least. kinda important
  to me because i develop this on a real DOS machine in 80x50 text mode.
- add 'extern "C"' blocks to headers for C++ compiler usage
- draw/pixel color value arguments for functions should all have been
  changed to be uint8 instead of a full 32-bit int. feels right, but
  maybe should've left alone...
- small fix to keyboard handler. noticed a problem on one thinkpad
  laptop. was a result of what i think was a typo in a constant value
  used during the part of the interrupt handler that tells the keyboard
  controller the key event was processed
- fix uncommon potential crash function return in draw_filled_rect
- renamed low-level "direct" assembly functions to "lowlevel_xxx" to
  be a little bit more explicit about what they are
- add some convenience event helper functions for determining event
  types
- add fixed point atan2
- fixed some tabs/spaces inconsistences (should all be spaces now?)
- maybe some other minor things i've forgotten
2020-07-19 19:24:48 -04:00

35 lines
834 B
C
Executable file

#include "dglmath.h"
#include <math.h>
float angle_between_i(int x1, int y1, int x2, int y2) {
int delta_x = x2 - x1;
int delta_y = y2 - y1;
if (delta_x == 0 && delta_y == 0)
return 0.0f;
else
return atan2(delta_y, delta_x);
}
float angle_between_f(float x1, float y1, float x2, float y2) {
float delta_x = x2 - x1;
float delta_y = y2 - y1;
if (close_enough(delta_x, 0.0f, TOLERANCE) && close_enough(delta_y, 0.0f, TOLERANCE))
return 0.0f;
else
return atan2(delta_y, delta_x);
}
int next_power_of_2(int n) {
int i = n & (~n + 1);
while (i < n) {
i <<= 1;
}
return i;
}
void point_on_circle(float radius, float radians, float *x, float *y) {
*x = radius * cos(radians);
*y = radius * sin(radians);
}