Fix yaw conversions for online movement/entities

This commit is contained in:
Kelsi 2026-02-12 15:08:21 -08:00
parent 275914b4db
commit 3dac9ae657
3 changed files with 65 additions and 29 deletions

View file

@ -9,6 +9,8 @@ namespace wowee::core::coords {
inline constexpr float TILE_SIZE = 533.33333f;
inline constexpr float ZEROPOINT = 32.0f * TILE_SIZE;
inline constexpr float PI = 3.14159265358979323846f;
inline constexpr float TWO_PI = 6.28318530717958647692f;
// ---- Canonical WoW world coordinate system (per-map) ----
// +X = North, +Y = West, +Z = Up (height)
@ -42,6 +44,28 @@ inline glm::vec3 canonicalToServer(const glm::vec3& canonical) {
return glm::vec3(canonical.y, canonical.x, canonical.z);
}
// Normalize angle to [-PI, PI].
inline float normalizeAngleRad(float a) {
while (a > PI) a -= TWO_PI;
while (a < -PI) a += TWO_PI;
return a;
}
// Convert server/wire yaw (radians) → canonical yaw (radians).
//
// Under server<->canonical X/Y swap:
// dir_s = (cos(s), sin(s))
// dir_c = swap(dir_s) = (sin(s), cos(s)) => c = PI/2 - s
inline float serverToCanonicalYaw(float serverYaw) {
return normalizeAngleRad((PI * 0.5f) - serverYaw);
}
// Convert canonical yaw (radians) → server/wire yaw (radians).
// This mapping is its own inverse.
inline float canonicalToServerYaw(float canonicalYaw) {
return normalizeAngleRad((PI * 0.5f) - canonicalYaw);
}
// Convert between canonical WoW and engine rendering coordinates (just swap X/Y).
inline glm::vec3 canonicalToRender(const glm::vec3& wow) {
return glm::vec3(wow.y, wow.x, wow.z);