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Use Ogre's asin/acos functions which will protect against NaNs
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@ -12,13 +12,13 @@
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#include "creaturestats.hpp"
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#include "npcstats.hpp"
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#include "OgreMath.h"
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#include <OgreMath.h>
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namespace
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{
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static float sgn(float a)
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static float sgn(Ogre::Radian a)
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{
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if(a > 0)
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if(a.valueDegrees() > 0)
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return 1.0;
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return -1.0;
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}
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@ -106,7 +106,7 @@ namespace MWMechanics
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float directionY = dest.mY - start.mY;
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float directionResult = sqrt(directionX * directionX + directionY * directionY);
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zAngle = Ogre::Radian( acos(directionY / directionResult) * sgn(asin(directionX / directionResult)) ).valueDegrees();
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zAngle = Ogre::Radian( Ogre::Math::ACos(directionY / directionResult) * sgn(Ogre::Math::ASin(directionX / directionResult)) ).valueDegrees();
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// TODO: use movement settings instead of rotating directly
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MWBase::Environment::get().getWorld()->rotateObject(actor, 0, 0, zAngle, false);
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@ -53,9 +53,9 @@ namespace
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return sqrt(x * x + y * y + z * z);
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}
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static float sgn(float a)
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static float sgn(Ogre::Radian a)
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{
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if(a > 0)
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if(a.valueRadians() > 0)
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return 1.0;
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return -1.0;
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}
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@ -196,7 +196,7 @@ namespace MWMechanics
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float directionY = nextPoint.mY - y;
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float directionResult = sqrt(directionX * directionX + directionY * directionY);
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return Ogre::Radian(acos(directionY / directionResult) * sgn(asin(directionX / directionResult))).valueDegrees();
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return Ogre::Radian(Ogre::Math::ACos(directionY / directionResult) * sgn(Ogre::Math::ASin(directionX / directionResult))).valueDegrees();
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}
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bool PathFinder::checkWaypoint(float x, float y, float z)
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