-use common::{Point, Dimension, Intersection, Radians, supercover_line};
+use common::{Point, Dimension, Intersection, Angle, ToAngle, supercover_line};
use core::render::Renderer;
use sprites::SpriteManager;
use std::rc::Rc;
for wall in &self.walls {
for e in &wall.edges {
let c = (e.p1 + e.p2) / 2.0;
- let mut rad = (e.p2 - e.p1).to_radians();
- rad.0 += std::f64::consts::FRAC_PI_2;
+ let a = (e.p2 - e.p1).to_angle() + std::f64::consts::FRAC_PI_2.radians();
renderer.draw_line(
<(i32, i32)>::from(c.to_i32()),
- <(i32, i32)>::from((c + Point::from(rad) * 10.0).to_i32()),
+ <(i32, i32)>::from((c + Point::from(a) * 10.0).to_i32()),
(255, 128, 0));
renderer.draw_line(
}
}
- pub fn normal(&self) -> Radians {
- let mut rad = (self.edge.p2 - self.edge.p1).to_radians();
- rad.0 += std::f64::consts::FRAC_PI_2;
- rad
+ pub fn normal(&self) -> Angle {
+ (self.edge.p2 - self.edge.p1).to_angle() + std::f64::consts::FRAC_PI_2.radians()
}
}