Make all angles be between 0 and 2*Pi, to ensure pathfinding points are laid out correctly
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@@ -164,7 +164,7 @@ impl Pathfinder {
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}
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}
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let x_diff = wall.p2.x - wall.p1.x;
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let x_diff = wall.p2.x - wall.p1.x;
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let y_diff = wall.p2.y - wall.p1.y;
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let y_diff = wall.p2.y - wall.p1.y;
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let p1_angle = y_diff.atan2(x_diff);
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let p1_angle = y_diff.atan2(x_diff).rem_euclid(2.0 * PI);
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let p2_angle = (p1_angle + PI).rem_euclid(2.0 * PI);
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let p2_angle = (p1_angle + PI).rem_euclid(2.0 * PI);
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for (point, angle) in [(wall.p1, p1_angle), (wall.p2, p2_angle)] {
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for (point, angle) in [(wall.p1, p1_angle), (wall.p2, p2_angle)] {
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let angles = endpoints.entry(point).or_insert_with(Vec::new);
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let angles = endpoints.entry(point).or_insert_with(Vec::new);
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