diff --git a/apps/openmw/mwmechanics/aicombat.cpp b/apps/openmw/mwmechanics/aicombat.cpp index 4eeea6f1f..6a39178ce 100644 --- a/apps/openmw/mwmechanics/aicombat.cpp +++ b/apps/openmw/mwmechanics/aicombat.cpp @@ -36,13 +36,13 @@ namespace float getZAngleToDir(const osg::Vec3f& dir) { - return osg::RadiansToDegrees(std::atan2(dir.x(), dir.y())); + return std::atan2(dir.x(), dir.y()); } float getXAngleToDir(const osg::Vec3f& dir, float dirLen = 0.0f) { float len = (dirLen > 0.0f)? dirLen : dir.length(); - return osg::RadiansToDegrees(-std::asin(dir.z() / len)); + return -std::asin(dir.z() / len); } @@ -221,12 +221,12 @@ namespace MWMechanics if(movement.mRotation[2] != 0) { - if(zTurn(actor, osg::DegreesToRadians(movement.mRotation[2]))) movement.mRotation[2] = 0; + if(zTurn(actor, movement.mRotation[2])) movement.mRotation[2] = 0; } if(movement.mRotation[0] != 0) { - if(smoothTurn(actor, osg::DegreesToRadians(movement.mRotation[0]), 0)) movement.mRotation[0] = 0; + if(smoothTurn(actor, movement.mRotation[0], 0)) movement.mRotation[0] = 0; } bool& attack = storage.mAttack; diff --git a/apps/openmw/mwmechanics/aipackage.cpp b/apps/openmw/mwmechanics/aipackage.cpp index 22c907588..0e68d9d79 100644 --- a/apps/openmw/mwmechanics/aipackage.cpp +++ b/apps/openmw/mwmechanics/aipackage.cpp @@ -104,7 +104,7 @@ bool MWMechanics::AiPackage::pathTo(const MWWorld::Ptr& actor, ESM::Pathgrid::Po actor.getClass().getMovementSettings(actor).mPosition[0] = 1; actor.getClass().getMovementSettings(actor).mPosition[1] = 1; // change the angle a bit, too - zTurn(actor, osg::DegreesToRadians(mPathFinder.getZAngleToNext(pos.pos[0] + 1, pos.pos[1]))); + zTurn(actor, mPathFinder.getZAngleToNext(pos.pos[0] + 1, pos.pos[1])); } } else { //Not stuck, so reset things @@ -117,7 +117,7 @@ bool MWMechanics::AiPackage::pathTo(const MWWorld::Ptr& actor, ESM::Pathgrid::Po actor.getClass().getMovementSettings(actor).mPosition[1] = 1; //Just run forward the rest of the time } - zTurn(actor, osg::DegreesToRadians(mPathFinder.getZAngleToNext(pos.pos[0], pos.pos[1]))); + zTurn(actor, mPathFinder.getZAngleToNext(pos.pos[0], pos.pos[1])); return false; } diff --git a/apps/openmw/mwmechanics/aiwander.cpp b/apps/openmw/mwmechanics/aiwander.cpp index 43fd67be1..9f50d07b4 100644 --- a/apps/openmw/mwmechanics/aiwander.cpp +++ b/apps/openmw/mwmechanics/aiwander.cpp @@ -234,7 +234,7 @@ namespace MWMechanics if(walking) // have not yet reached the destination { // turn towards the next point in mPath - zTurn(actor, osg::DegreesToRadians(storage.mPathFinder.getZAngleToNext(pos.pos[0], pos.pos[1]))); + zTurn(actor, storage.mPathFinder.getZAngleToNext(pos.pos[0], pos.pos[1])); actor.getClass().getMovementSettings(actor).mPosition[1] = 1; evadeObstacles(actor, storage, duration); @@ -397,7 +397,7 @@ namespace MWMechanics actor.getClass().getMovementSettings(actor).mPosition[1] = 0.1f; // change the angle a bit, too const ESM::Position& pos = actor.getRefData().getPosition(); - zTurn(actor, osg::DegreesToRadians(storage.mPathFinder.getZAngleToNext(pos.pos[0] + 1, pos.pos[1]))); + zTurn(actor, storage.mPathFinder.getZAngleToNext(pos.pos[0] + 1, pos.pos[1])); } mStuckCount++; // TODO: maybe no longer needed } diff --git a/apps/openmw/mwmechanics/pathfinding.cpp b/apps/openmw/mwmechanics/pathfinding.cpp index 3c1a40fe0..79cee9f32 100644 --- a/apps/openmw/mwmechanics/pathfinding.cpp +++ b/apps/openmw/mwmechanics/pathfinding.cpp @@ -264,7 +264,7 @@ namespace MWMechanics float directionX = nextPoint.mX - x; float directionY = nextPoint.mY - y; - return osg::RadiansToDegrees(std::atan2(directionX, directionY)); + return std::atan2(directionX, directionY); } bool PathFinder::checkPathCompleted(float x, float y, float tolerance) diff --git a/apps/openmw/mwmechanics/pathfinding.hpp b/apps/openmw/mwmechanics/pathfinding.hpp index a4886a840..4000f5d80 100644 --- a/apps/openmw/mwmechanics/pathfinding.hpp +++ b/apps/openmw/mwmechanics/pathfinding.hpp @@ -40,7 +40,7 @@ namespace MWMechanics bool checkPathCompleted(float x, float y, float tolerance = PathTolerance); ///< \Returns true if we are within \a tolerance units of the last path point. - /// In degrees + /// In radians float getZAngleToNext(float x, float y) const; bool isPathConstructed() const