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6 changes: 3 additions & 3 deletions Core/GameEngine/Source/GameLogic/AI/AIPathfind.cpp
Original file line number Diff line number Diff line change
Expand Up @@ -2070,7 +2070,7 @@ UnsignedInt PathfindCell::costToGoal( PathfindCell *goal )
Int dy = m_info->m_pos.y - goal->getYIndex();
#define NO_REAL_DIST
#ifdef REAL_DIST
Int cost = COST_ORTHOGONAL*WWMath::Sqrt(dx*dx + dy*dy);
Int cost = COST_ORTHOGONAL*WWMath::Sqrt((float)(dx*dx + dy*dy));
#else
if (dx<0) dx = -dx;
if (dy<0) dy = -dy;
Expand All @@ -2096,7 +2096,7 @@ UnsignedInt PathfindCell::costToHierGoal( PathfindCell *goal )
}
Int dx = m_info->m_pos.x - goal->getXIndex();
Int dy = m_info->m_pos.y - goal->getYIndex();
Int cost = REAL_TO_INT_FLOOR(COST_ORTHOGONAL*WWMath::Sqrt(dx*dx + dy*dy) + 0.5f);
Int cost = REAL_TO_INT_FLOOR(COST_ORTHOGONAL*WWMath::Sqrt((float)(dx*dx + dy*dy)) + 0.5f);
return cost;
}

Expand Down Expand Up @@ -6444,7 +6444,7 @@ Int Pathfinder::examineNeighboringCells(PathfindCell *parentCell, PathfindCell *
} else {
dx = newCellCoord.x - goalCell->getXIndex();
dy = newCellCoord.y - goalCell->getYIndex();
costRemaining = COST_ORTHOGONAL*WWMath::Sqrt(dx*dx + dy*dy);
costRemaining = COST_ORTHOGONAL*WWMath::Sqrt((float)(dx*dx + dy*dy));
costRemaining -= attackDistance/2;
if (costRemaining<0)
costRemaining=0;
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Original file line number Diff line number Diff line change
Expand Up @@ -160,7 +160,7 @@ void CameraShakeSystemClass::CameraShakerClass::Compute_Rotations(const Vector3
** omega(t) = start_omega + (end_omega - start_omega) * t
** phi = random(0..start_omega)
*/
float intensity = Intensity * (1.0f - WWMath::Sqrt_Legacy(len2) / Radius) * (1.0f - ElapsedTime / Duration);
float intensity = Intensity * (1.0f - WWMath::Sqrt(len2) / Radius) * (1.0f - ElapsedTime / Duration);
for (int i=0; i<3; i++) {
float omega = Omega[i] + (END_OMEGA - Omega[i]) * ElapsedTime;
(*set_angles)[i] += AXIS_ROTATION[i] * intensity * WWMath::Sinf_Legacy(omega * ElapsedTime + Phi[i]);
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Original file line number Diff line number Diff line change
Expand Up @@ -567,7 +567,7 @@ void W3DMouse::draw()
{
offset = TheInGameUI->getScrollAmount();
offset.normalize();
Real theta = atan2(-offset.y, offset.x);
Real theta = WWMath::Atan2(-offset.y, offset.x);
theta -= (Real)WWMATH_HALF_PI;
tm.Rotate_Z(theta);
}
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12 changes: 6 additions & 6 deletions Core/GameEngineDevice/Source/W3DDevice/GameClient/W3DView.cpp
Original file line number Diff line number Diff line change
Expand Up @@ -2779,7 +2779,7 @@ void W3DView::rotateCameraTowardPosition(const Coord3D *pLoc, Int milliseconds,
Vector2 dir(pLoc->x-curPos.x, pLoc->y-curPos.y);
const Real dirLength = dir.Length();
if (dirLength<0.1f) return;
Real angle = WWMath::Acos_Legacy(dir.X/dirLength);
Real angle = WWMath::Acos(dir.X/dirLength);
if (dir.Y<0.0f) {
angle = -angle;
}
Expand Down Expand Up @@ -2922,7 +2922,7 @@ void W3DView::cameraModLookToward(Coord3D *pLoc)
Vector2 dir(pLoc->x-result.x, pLoc->y-result.y);
const Real dirLength = dir.Length();
if (dirLength<0.1f) continue;
Real angle = WWMath::Acos_Legacy(dir.X/dirLength);
Real angle = WWMath::Acos(dir.X/dirLength);
if (dir.Y<0.0f) {
angle = -angle;
}
Expand Down Expand Up @@ -3003,7 +3003,7 @@ void W3DView::cameraModFinalLookToward(Coord3D *pLoc)
Vector2 dir(pLoc->x-result.x, pLoc->y-result.y);
const Real dirLength = dir.Length();
if (dirLength<0.1f) continue;
Real angle = WWMath::Acos_Legacy(dir.X/dirLength);
Real angle = WWMath::Acos(dir.X/dirLength);
if (dir.Y<0.0f) {
angle = -angle;
}
Expand Down Expand Up @@ -3184,7 +3184,7 @@ void W3DView::setupWaypointPath(Bool orient)
m_mcwpInfo.waySegLength[i] = dirLength;
m_mcwpInfo.totalDistance += m_mcwpInfo.waySegLength[i];
if (orient && dirLength >= 0.1f) {
angle = WWMath::Acos_Legacy(dir.X/dirLength);
angle = WWMath::Acos(dir.X/dirLength);
if (dir.Y<0.0f) {
angle = -angle;
}
Expand Down Expand Up @@ -3260,7 +3260,7 @@ static Real makeQuadraticS(Real t)
tPrime = 0.5 * (2*t*2*t);
} else {
tPrime = (t-0.5)*2;
tPrime = WWMath::Sqrt_Legacy(tPrime);
tPrime = WWMath::Sqrt(tPrime);
tPrime = 0.5 + 0.5*(tPrime);
}
return tPrime*0.5 + t*0.5;
Expand Down Expand Up @@ -3294,7 +3294,7 @@ void W3DView::rotateCameraOneFrame()
const Real dirLength = dir.Length();
if (dirLength>=0.1f)
{
Real angle = WWMath::Acos_Legacy(dir.X/dirLength);
Real angle = WWMath::Acos(dir.X/dirLength);
if (dir.Y<0.0f) {
angle = -angle;
}
Expand Down
2 changes: 1 addition & 1 deletion Core/Libraries/Source/WWVegas/WW3D2/shattersystem.cpp
Original file line number Diff line number Diff line change
Expand Up @@ -450,7 +450,7 @@ void PolygonClass::Compute_Plane()
ay /= (double)NumVerts;
az /= (double)NumVerts;

double len = WWMath::Sqrt_Legacy(nx*nx + ny*ny + nz*nz);
double len = WWMath::Sqrt((float)(nx*nx + ny*ny + nz*nz));
nx /= len;
ny /= len;
nz /= len;
Expand Down
4 changes: 2 additions & 2 deletions Core/Libraries/Source/WWVegas/WW3D2/texproject.cpp
Original file line number Diff line number Diff line change
Expand Up @@ -960,8 +960,8 @@ bool TexProjectClass::Compute_Perspective_Projection

float tan_hfov2 = WWMath::Fabsf_Legacy(box.Extent.X / (box.Center.Z + box.Extent.Z));
float tan_vfov2 = WWMath::Fabsf_Legacy(box.Extent.Y / (box.Center.Z + box.Extent.Z));
float hfov = 2.0f * WWMath::Atan_Legacy(tan_hfov2);
float vfov = 2.0f * WWMath::Atan_Legacy(tan_vfov2);
float hfov = 2.0f * WWMath::Atan(tan_hfov2);
float vfov = 2.0f * WWMath::Atan(tan_vfov2);

/*
** Plug in the results.
Expand Down
2 changes: 1 addition & 1 deletion Core/Libraries/Source/WWVegas/WWAudio/SoundPseudo3D.cpp
Original file line number Diff line number Diff line change
Expand Up @@ -213,7 +213,7 @@ SoundPseudo3DClass::Update_Pseudo_Pan ()
//
// Calculate a normalized pan from 0 (hard left) to 1.0F (hard right)
//
float angle = WWMath::Atan2_Legacy (rel_sound_pos.Y, rel_sound_pos.X);
float angle = WWMath::Atan2 (rel_sound_pos.Y, rel_sound_pos.X);
float pan = -WWMath::Fast_Sin (angle);
pan = (pan / 2.0F) + 0.5F;

Expand Down
2 changes: 1 addition & 1 deletion Core/Libraries/Source/WWVegas/WWLib/Point.h
Original file line number Diff line number Diff line change
Expand Up @@ -36,7 +36,7 @@

#pragma once

#include "wwmath.h"
#include "WWMath/wwmath.h"

template<class T> class TRect;

Expand Down
2 changes: 1 addition & 1 deletion Core/Libraries/Source/WWVegas/WWMath/colmathline.cpp
Original file line number Diff line number Diff line change
Expand Up @@ -253,7 +253,7 @@ bool CollisionMath::Collide(const LineSegClass & line,const SphereClass & sphere
if (disc < 0.0f) {
return false;
} else {
float d = WWMath::Sqrt_Legacy(disc);
float d = WWMath::Sqrt(disc);
float frac = (clen - d) / line.Get_Length();
if (frac<0.0f)
frac = (clen + d) / line.Get_Length();
Expand Down
24 changes: 12 additions & 12 deletions Core/Libraries/Source/WWVegas/WWMath/euler.cpp
Original file line number Diff line number Diff line change
Expand Up @@ -180,35 +180,35 @@ void EulerAnglesClass::From_Matrix(const Matrix3D & M, int order)
_euler_unpack_order(order,i,j,k,h,n,s,f);

if (s == EULER_REPEAT_YES) {
double sy = WWMath::Sqrt(M[i][j]*M[i][j] + M[i][k]*M[i][k]);
float sy = WWMath::Sqrt(M[i][j]*M[i][j] + M[i][k]*M[i][k]);

if (sy > 16*FLT_EPSILON) {

Angle[0] = WWMath::Atan2_Legacy(M[i][j],M[i][k]);
Angle[1] = WWMath::Atan2_Legacy(sy,M[i][i]);
Angle[2] = WWMath::Atan2_Legacy(M[j][i],-M[k][i]);
Angle[0] = WWMath::Atan2(M[i][j],M[i][k]);
Angle[1] = WWMath::Atan2(sy,M[i][i]);
Angle[2] = WWMath::Atan2(M[j][i],-M[k][i]);

} else {

Angle[0] = WWMath::Atan2_Legacy(-M[j][k],M[j][j]);
Angle[1] = WWMath::Atan2_Legacy(sy,M[i][i]);
Angle[0] = WWMath::Atan2(-M[j][k],M[j][j]);
Angle[1] = WWMath::Atan2(sy,M[i][i]);
Angle[2] = 0.0;
}

} else {

double cy = WWMath::Sqrt(M[i][i]*M[i][i] + M[j][i]*M[j][i]);
float cy = WWMath::Sqrt(M[i][i]*M[i][i] + M[j][i]*M[j][i]);

if (cy > 16*FLT_EPSILON) {

Angle[0] = WWMath::Atan2_Legacy(M[k][j],M[k][k]);
Angle[1] = WWMath::Atan2_Legacy(-M[k][i],cy);
Angle[2] = WWMath::Atan2_Legacy(M[j][i],M[i][i]);
Angle[0] = WWMath::Atan2(M[k][j],M[k][k]);
Angle[1] = WWMath::Atan2(-M[k][i],cy);
Angle[2] = WWMath::Atan2(M[j][i],M[i][i]);

} else {

Angle[0] = WWMath::Atan2_Legacy(-M[j][k],M[j][j]);
Angle[1] = WWMath::Atan2_Legacy(-M[k][i],cy);
Angle[0] = WWMath::Atan2(-M[j][k],M[j][j]);
Angle[1] = WWMath::Atan2(-M[k][i],cy);
Angle[2] = 0;
}
}
Expand Down
6 changes: 3 additions & 3 deletions Core/Libraries/Source/WWVegas/WWMath/matrix3.h
Original file line number Diff line number Diff line change
Expand Up @@ -589,7 +589,7 @@ WWINLINE Matrix3x3& Matrix3x3::operator /= (float d)
WWINLINE float Matrix3x3::Get_X_Rotation() const
{
Vector3 v = (*this) * Vector3(0.0,1.0,0.0);
return WWMath::Atan2_Legacy(v[2], v[1]);
return WWMath::Atan2(v[2], v[1]);
}

/***********************************************************************************************
Expand All @@ -607,7 +607,7 @@ WWINLINE float Matrix3x3::Get_X_Rotation() const
WWINLINE float Matrix3x3::Get_Y_Rotation() const
{
Vector3 v = (*this) * Vector3(0.0,0.0,1.0);
return WWMath::Atan2_Legacy(v[0],v[2]);
return WWMath::Atan2(v[0],v[2]);
}

/***********************************************************************************************
Expand All @@ -625,7 +625,7 @@ WWINLINE float Matrix3x3::Get_Y_Rotation() const
WWINLINE float Matrix3x3::Get_Z_Rotation() const
{
Vector3 v = (*this) * Vector3(1.0,0.0,0.0);
return WWMath::Atan2_Legacy(v[1],v[0]);
return WWMath::Atan2(v[1],v[0]);
}

WWINLINE Vector3 Matrix3x3::Get_X_Vector() const
Expand Down
8 changes: 4 additions & 4 deletions Core/Libraries/Source/WWVegas/WWMath/matrix3d.cpp
Original file line number Diff line number Diff line change
Expand Up @@ -248,7 +248,7 @@ void Matrix3D::Set_Rotation(const Quaternion & q)
*=============================================================================================*/
float Matrix3D::Get_X_Rotation() const
{
return WWMath::Atan2_Legacy(Row[2][1], Row[1][1]);
return WWMath::Atan2(Row[2][1], Row[1][1]);
}


Expand All @@ -266,7 +266,7 @@ float Matrix3D::Get_X_Rotation() const
*=============================================================================================*/
float Matrix3D::Get_Y_Rotation() const
{
return WWMath::Atan2_Legacy(Row[0][2], Row[2][2]);
return WWMath::Atan2(Row[0][2], Row[2][2]);
}


Expand All @@ -284,7 +284,7 @@ float Matrix3D::Get_Y_Rotation() const
*=============================================================================================*/
float Matrix3D::Get_Z_Rotation() const
{
return WWMath::Atan2_Legacy(Row[1][0], Row[0][0]);
return WWMath::Atan2(Row[1][0], Row[0][0]);
}


Expand Down Expand Up @@ -372,7 +372,7 @@ void Matrix3D::Look_At_Dir(const Vector3 &pos, const Vector3 &dir, float roll)
float dz = dir.Z;

// length of projection onto XY plane
float len2 = (float)WWMath::Sqrt_Legacy(dx*dx + dy*dy);
float len2 = (float)WWMath::Sqrt(dx*dx + dy*dy);

// pitch
sinp = dz;
Expand Down
12 changes: 6 additions & 6 deletions Core/Libraries/Source/WWVegas/WWMath/quat.cpp
Original file line number Diff line number Diff line change
Expand Up @@ -200,7 +200,7 @@ Quaternion Trackball(float x0, float y0, float x1, float y1, float sphsize)
// Avoid problems with out of control values
if (t > 1.0f) t = 1.0f;
if (t < -1.0f) t = -1.0f;
phi = 2.0f * WWMath::Asin_Legacy(t);
phi = 2.0f * WWMath::Asin(t);

return Axis_To_Quat(a, phi);
}
Expand Down Expand Up @@ -324,7 +324,7 @@ void __cdecl Fast_Slerp(Quaternion& res, const Quaternion & p,const Quaternion &
// ----------------------------------------------------------------------------
// normal slerp!
// else {
// theta = WWMath::Acos_Legacy(cos_t);
// theta = WWMath::Acos(cos_t);
// sin_t = WWMath::Sinf_Legacy(theta);
// oo_sin_t = 1.0 / sin_t;
// beta = WWMath::Sinf_Legacy(theta - alpha*theta) * oo_sin_t;
Expand Down Expand Up @@ -512,7 +512,7 @@ void Slerp(Quaternion& res, const Quaternion & p,const Quaternion & q,float alph
} else {

// normal slerp!
theta = WWMath::Acos_Legacy(cos_t);
theta = WWMath::Acos(cos_t);
float sin_t = WWMath::Sinf_Legacy(theta);
oo_sin_t = 1.0f / sin_t;
beta = WWMath::Sinf_Legacy(theta - alpha*theta) * oo_sin_t;
Expand Down Expand Up @@ -567,7 +567,7 @@ void Slerp_Setup(const Quaternion & p,const Quaternion & q,SlerpInfoStruct * sle
} else {

slerpinfo->Linear = false;
slerpinfo->Theta = WWMath::Acos_Legacy(cos_t);
slerpinfo->Theta = WWMath::Acos(cos_t);
slerpinfo->SinT = WWMath::Sinf_Legacy(slerpinfo->Theta);

}
Expand Down Expand Up @@ -868,10 +868,10 @@ float project_to_sphere(float r, float x, float y)
{
const float SQRT2 = 1.41421356f;
float t, z;
float d = WWMath::Sqrt_Legacy(x * x + y * y);
float d = WWMath::Sqrt(x * x + y * y);

if (d < r * (SQRT2/(2.0f))) // inside sphere
z = WWMath::Sqrt_Legacy(r * r - d * d);
z = WWMath::Sqrt(r * r - d * d);
else { // on hyperbola
t = r / SQRT2;
z = t * t / d;
Expand Down
2 changes: 1 addition & 1 deletion Core/Libraries/Source/WWVegas/WWMath/quat.h
Original file line number Diff line number Diff line change
Expand Up @@ -87,7 +87,7 @@ class Quaternion
WWINLINE float Length2() const { return (X*X + Y*Y + Z*Z + W*W); }

// Magnitude of the quaternion
WWINLINE float Length() const { return WWMath::Sqrt_Legacy(Length2()); }
WWINLINE float Length() const { return WWMath::Sqrt(Length2()); }

// Make the quaternion unit length
void Normalize();
Expand Down
4 changes: 2 additions & 2 deletions Core/Libraries/Source/WWVegas/WWMath/vector2.h
Original file line number Diff line number Diff line change
Expand Up @@ -356,7 +356,7 @@ WWINLINE Vector2 Normalize(const Vector2 & vec)
*========================================================================*/
WWINLINE float Vector2::Length() const
{
return (float)WWMath::Sqrt_Legacy(Length2());
return (float)WWMath::Sqrt(Length2());
}

/**************************************************************************
Expand Down Expand Up @@ -638,7 +638,7 @@ WWINLINE float Distance(float x1, float y1, float x2, float y2)
float x_diff = x1 - x2;
float y_diff = y1 - y2;

return (WWMath::Sqrt_Legacy((x_diff * x_diff) + (y_diff * y_diff)));
return (WWMath::Sqrt((x_diff * x_diff) + (y_diff * y_diff)));
}


Expand Down
2 changes: 1 addition & 1 deletion Core/Libraries/Source/WWVegas/WWMath/vector3.h
Original file line number Diff line number Diff line change
Expand Up @@ -452,7 +452,7 @@ WWINLINE Vector3 Normalize(const Vector3 & vec)
*========================================================================*/
WWINLINE float Vector3::Length() const
{
return WWMath::Sqrt_Legacy(Length2());
return WWMath::Sqrt(Length2());
}

/**************************************************************************
Expand Down
2 changes: 1 addition & 1 deletion Core/Libraries/Source/WWVegas/WWMath/vector4.h
Original file line number Diff line number Diff line change
Expand Up @@ -303,7 +303,7 @@ WWINLINE Vector4 Normalize(const Vector4 & vec)
*========================================================================*/
WWINLINE float Vector4::Length() const
{
return WWMath::Sqrt_Legacy(Length2());
return WWMath::Sqrt(Length2());
}

/**************************************************************************
Expand Down
10 changes: 5 additions & 5 deletions Core/Libraries/Source/WWVegas/WWMath/vehiclecurve.cpp
Original file line number Diff line number Diff line change
Expand Up @@ -102,8 +102,8 @@ Find_Tangent
// Determine the offset angle (from the line between the point and center)
// where the 2 tangent points lie.
//
float angle_offset = WWMath::Acos_Legacy (radius / dist);
float base_angle = WWMath::Atan2_Legacy (delta_x, -delta_y);
float angle_offset = WWMath::Acos (radius / dist);
float base_angle = WWMath::Atan2 (delta_x, -delta_y);
base_angle = WWMath::Wrap (base_angle, 0, DEG_TO_RADF (360));

//
Expand Down Expand Up @@ -185,10 +185,10 @@ Find_Turn_Arc
// the point halfway between the angles formed by the (prev-curr) and
// (next-curr) vectors.
//
float angle1 = ::WWMath::Atan2_Legacy ((prev_pt.Y - curr_pt.Y), prev_pt.X - curr_pt.X);
float angle1 = ::WWMath::Atan2 ((prev_pt.Y - curr_pt.Y), prev_pt.X - curr_pt.X);
angle1 = WWMath::Wrap (angle1, 0, DEG_TO_RADF (360));

float angle2 = ::WWMath::Atan2_Legacy ((next_pt.Y - curr_pt.Y), next_pt.X - curr_pt.X);
float angle2 = ::WWMath::Atan2 ((next_pt.Y - curr_pt.Y), next_pt.X - curr_pt.X);
angle2 = WWMath::Wrap (angle2, 0, DEG_TO_RADF (360));

float avg_angle = (angle1 + angle2) * 0.5F;
Expand Down Expand Up @@ -252,7 +252,7 @@ Find_Tangents
//
// Find the angle where the current position lies on the turn arc
//
(*point_angle) = ::WWMath::Atan2_Legacy (curr_pt.X - arc_center.X, -(curr_pt.Y - arc_center.Y));
(*point_angle) = ::WWMath::Atan2 (curr_pt.X - arc_center.X, -(curr_pt.Y - arc_center.Y));
(*point_angle) = WWMath::Wrap ((*point_angle), 0, DEG_TO_RADF (360));

//
Expand Down
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