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2D3D:: fixed radar in Euclidean

This commit is contained in:
Zeno Rogue 2019-05-15 09:36:44 +02:00
parent 24b66d6fd5
commit 276c47d7ff

View File

@ -706,9 +706,10 @@ void addradar(const transmatrix& V, char ch, color_t col, color_t outline) {
using namespace hyperpoint_vec;
ld d = hdist0(h);
if(d > sightranges[geometry]) return;
if(WDIM == 3)
h = h * (d / sightranges[geometry] / hypot_d(3, h));
else {
if(WDIM == 3) {
if(d) h = h * (d / sightranges[geometry] / hypot_d(3, h));
}
else if(hyperbolic) {
ld z = h[2] + h[1]/1000000;
h[1] = hypot(h[1], h[2]) / (1 + h[3]);
// we add h[1]/1000000 so that it also works for h[2] == 0
@ -716,6 +717,13 @@ void addradar(const transmatrix& V, char ch, color_t col, color_t outline) {
h[0] = h[0] / (1 + h[3]);
h[2] = 0;
}
else {
ld z = h[2] + h[1]/1000000;
if(d) h = h * (d / sightranges[geometry] / hypot_d(3, h));
h[1] = hypot(h[1], h[2]) / (1 + h[3]);
if(z < 0) h[1] = -h[1];
h[2] = 0;
}
radarpoints.emplace_back(radarpoint{h, ch, col, outline});
}