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float32 CalculateRotation(const vector2f& vPoint)
{
if(Math::compare(vPoint.y, 0.0f, Math::Math::fEpsilon7))
{
if (vPoint.x >= 0.0f)
{
return 0.0f;
}
else
{
return Math::Math::fPI;
}
}
if(Math::compare(vPoint.x, 0.0f, Math::Math::fEpsilon7))
{
if (vPoint.y >= 0.0f)
{
return Math::Math::fPI/2.0f;
}
else
{
return 3.0f/2.0f * Math::Math::fPI;
}
}
//float rad = 0.0f;
//if(!Math::compare(vPoint.y, 0.0f, Math::Math::fEpsilon7))
float rad = std::atan(abs(vPoint.x / vPoint.y));
if (vPoint.x >= 0)
{
if(vPoint.y < 0)
{
// 4. Quadrant
rad += 3.0f/2.0f * Math::Math::fPI;
}
}
else
{
if(vPoint.y >= 0)
{
// 2. Quadrant
rad += Math::Math::fPI / 2.0f;
}
else
{
// 3. Quadrant
rad += Math::Math::fPI;
}
}
return rad;
}
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