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3 | 3 | #include "GameDefs.h" |
4 | 4 | #include "PhysicsDefs.h" |
5 | 5 |
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6 | | -// convert fix16 angle to degrees |
7 | | -inline float ConvertFixAngleToDegs(unsigned short ang16) |
| 6 | +class Convert |
8 | 7 | { |
9 | | - return (ang16 / 1024.0f) * 360.0f - SPRITE_ZERO_ANGLE; |
10 | | -} |
| 8 | +public: |
| 9 | + // Convert map units to meters |
| 10 | + static float MapUnitsToMeters(float units) { return (units * METERS_PER_MAP_UNIT); } |
11 | 11 |
|
12 | | -// convert pixels coordinate to map coordinate |
13 | | -inline float ConvertPixelsToMap(int pixels) |
14 | | -{ |
15 | | - return (1.0f * pixels) / MAP_PIXELS_PER_TILE; |
16 | | -} |
| 12 | + // Convert meters to map units |
| 13 | + static float MetersToMapUnits(float units) { return (units / METERS_PER_MAP_UNIT); } |
17 | 14 |
|
18 | | -// convert map coordinate to pixels |
19 | | -inline int ConvertMapToPixels(float coord) |
20 | | -{ |
21 | | - return static_cast<int>(coord * MAP_PIXELS_PER_TILE); |
22 | | -} |
| 15 | + // Convert map units to meters |
| 16 | + static glm::vec2 MapUnitsToMeters(const glm::vec2& units) |
| 17 | + { |
| 18 | + return { |
| 19 | + MapUnitsToMeters(units.x), |
| 20 | + MapUnitsToMeters(units.y) |
| 21 | + }; |
| 22 | + } |
| 23 | + static glm::vec3 MapUnitsToMeters(const glm::vec3& units) |
| 24 | + { |
| 25 | + return { |
| 26 | + MapUnitsToMeters(units.x), |
| 27 | + MapUnitsToMeters(units.y), |
| 28 | + MapUnitsToMeters(units.z) |
| 29 | + }; |
| 30 | + } |
| 31 | + // Convert meters to map units |
| 32 | + static glm::vec2 MetersToMapUnits(const glm::vec2& units) |
| 33 | + { |
| 34 | + return { |
| 35 | + MetersToMapUnits(units.x), |
| 36 | + MetersToMapUnits(units.y) |
| 37 | + }; |
| 38 | + } |
| 39 | + static glm::vec3 MetersToMapUnits(const glm::vec3& units) |
| 40 | + { |
| 41 | + return { |
| 42 | + MetersToMapUnits(units.x), |
| 43 | + MetersToMapUnits(units.y), |
| 44 | + MetersToMapUnits(units.z) |
| 45 | + }; |
| 46 | + } |
23 | 47 |
|
24 | | -// convert map coordinate to physics world coordinate |
25 | | -inline float ConvertMapToPhysics(float coord) |
26 | | -{ |
27 | | - return coord * PHYSICS_SCALE; |
28 | | -} |
| 48 | + // Convert fix16 angle |
| 49 | + static cxx::angle_t Fix16ToAngle(unsigned short ang16) |
| 50 | + { |
| 51 | + return cxx::angle_t::from_degrees((ang16 / 1024.0f) * 360.0f - SPRITE_ZERO_ANGLE); |
| 52 | + } |
29 | 53 |
|
30 | | -// convert physics world coordinate to map coordinate |
31 | | -inline float ConvertPhysicsToMap(float coord) |
32 | | -{ |
33 | | - return coord / PHYSICS_SCALE; |
34 | | -} |
| 54 | + // Convert pixels to map units |
| 55 | + static float PixelsToMapUnits(int pixels) { return (1.0f * pixels) / PIXELS_PER_MAP_UNIT; } |
35 | 56 |
|
36 | | -// convert pixels coordinate to block coordinate |
37 | | -inline int ConvertPixelsToTilePos(int pixels) |
38 | | -{ |
39 | | - return pixels / MAP_PIXELS_PER_TILE; |
40 | | -} |
| 57 | + // Convert map units to pixels |
| 58 | + static int MapUnitsToPixels(float units) { return (int) (units * PIXELS_PER_MAP_UNIT); } |
41 | 59 |
|
42 | | -// convert block coordinate to pixels coorinate |
43 | | -inline int ConvertTilePosToPixels(int tilePos) |
44 | | -{ |
45 | | - return tilePos * MAP_PIXELS_PER_TILE; |
46 | | -} |
| 60 | + // Convert pixels to map units |
| 61 | + static glm::vec2 PixelsToMapUnits(const glm::ivec2& pixels) |
| 62 | + { |
| 63 | + return { |
| 64 | + PixelsToMapUnits(pixels.x), |
| 65 | + PixelsToMapUnits(pixels.y) |
| 66 | + }; |
| 67 | + } |
| 68 | + static glm::vec3 PixelsToMapUnits(const glm::ivec3& pixels) |
| 69 | + { |
| 70 | + return { |
| 71 | + PixelsToMapUnits(pixels.x), |
| 72 | + PixelsToMapUnits(pixels.y), |
| 73 | + PixelsToMapUnits(pixels.z) |
| 74 | + }; |
| 75 | + } |
| 76 | + |
| 77 | + // Convert map units to pixels |
| 78 | + static glm::ivec2 MapUnitsToPixels(const glm::vec2& units) |
| 79 | + { |
| 80 | + return { |
| 81 | + MapUnitsToPixels(units.x), |
| 82 | + MapUnitsToPixels(units.y) |
| 83 | + }; |
| 84 | + } |
| 85 | + static glm::ivec3 MapUnitsToPixels(const glm::vec3& units) |
| 86 | + { |
| 87 | + return { |
| 88 | + MapUnitsToPixels(units.x), |
| 89 | + MapUnitsToPixels(units.y), |
| 90 | + MapUnitsToPixels(units.z) |
| 91 | + }; |
| 92 | + } |
| 93 | +}; |
47 | 94 |
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48 | 95 | // in original gta1 map height levels is counting from top to bottom - |
49 | 96 | // 0 is highest and 5 is lowest level |
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