if(btn==1)
{
ssnap.position = Vector(gx, gy, 0);
- ssnap.rotation = 0;
+ ssnap.rotation = Angle::zero();
snap_to_tracks(ssnap);
state = ACTIVE;
if(state!=STARTING)
{
- Vector delta(pointer.x-ssnap.position.x, pointer.y-ssnap.position.y, 0);
- float c = cos(ssnap.rotation);
- float s = sin(ssnap.rotation);
+ Vector delta = rotated_vector(pointer-ssnap.position, -ssnap.rotation);
- par_dist = delta.x*c+delta.y*s;
- perp_dist = delta.x*s-delta.y*c;
+ par_dist = delta.x;
+ perp_dist = delta.y;
- adiff = sn.rotation-ssnap.rotation+M_PI;
- while(adiff<-M_PI)
- adiff += M_PI*2;
- while(adiff>M_PI)
- adiff -= M_PI*2;
+ adiff = wrap_balanced(sn.rotation-ssnap.rotation+Angle::half_turn());
update_mesh();
GL::Renderer::Push push(renderer);
const Vector &pos = (state==ACTIVE ? ssnap.position : pointer);
- renderer.matrix_stack() *= GL::Matrix::translation(pos.x, pos.y, pos.z);
+ renderer.matrix_stack() *= GL::Matrix::translation(pos);
mesh.draw(renderer);
}