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Fixes namespace and angle calculations
Corrects namespace naming from unity_engine to unreal_engine. Adjusts projectile prediction and angle calculations for accuracy in Unreal Engine environments.
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@@ -55,7 +55,7 @@ namespace omath::unreal_engine
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const auto delta2d = calc_vector_2d_distance(predicted_target_position - projectile.m_origin);
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const auto height = delta2d * std::tan(angles::degrees_to_radians(projectile_pitch.value()));
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return {predicted_target_position.x, predicted_target_position.y + height, projectile.m_origin.z};
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return {predicted_target_position.x, predicted_target_position.y, projectile.m_origin.z + height};
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}
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// Due to specification of maybe_calculate_projectile_launch_pitch_angle, pitch angle must be:
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// 89 look up, -89 look down
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@@ -65,14 +65,14 @@ namespace omath::unreal_engine
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const auto distance = origin.distance_to(view_to);
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const auto delta = view_to - origin;
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return angles::radians_to_degrees(std::asin(delta.y / distance));
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return angles::radians_to_degrees(std::asin(delta.z / distance));
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}
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[[nodiscard]]
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static float calc_direct_yaw_angle(const Vector3<float>& origin, const Vector3<float>& view_to) noexcept
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{
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const auto delta = view_to - origin;
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return angles::radians_to_degrees(std::atan2(delta.z, delta.x));
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return angles::radians_to_degrees(std::atan2(delta.y, delta.x));
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};
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};
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} // namespace omath::unity_engine
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} // namespace omath::unreal_engine
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