mirror of
https://github.com/blendogames/quadrilateralcowboy.git
synced 2024-11-24 21:11:49 +00:00
240 lines
5.8 KiB
C++
240 lines
5.8 KiB
C++
/*
|
|
===========================================================================
|
|
|
|
Doom 3 GPL Source Code
|
|
Copyright (C) 1999-2011 id Software LLC, a ZeniMax Media company.
|
|
|
|
This file is part of the Doom 3 GPL Source Code (?Doom 3 Source Code?).
|
|
|
|
Doom 3 Source Code is free software: you can redistribute it and/or modify
|
|
it under the terms of the GNU General Public License as published by
|
|
the Free Software Foundation, either version 3 of the License, or
|
|
(at your option) any later version.
|
|
|
|
Doom 3 Source Code is distributed in the hope that it will be useful,
|
|
but WITHOUT ANY WARRANTY; without even the implied warranty of
|
|
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
|
|
GNU General Public License for more details.
|
|
|
|
You should have received a copy of the GNU General Public License
|
|
along with Doom 3 Source Code. If not, see <http://www.gnu.org/licenses/>.
|
|
|
|
In addition, the Doom 3 Source Code is also subject to certain additional terms. You should have received a copy of these additional terms immediately following the terms and conditions of the GNU General Public License which accompanied the Doom 3 Source Code. If not, please request a copy in writing from id Software at the address below.
|
|
|
|
If you have questions concerning this license or the applicable additional terms, you may contact in writing id Software LLC, c/o ZeniMax Media Inc., Suite 120, Rockville, Maryland 20850 USA.
|
|
|
|
===========================================================================
|
|
*/
|
|
|
|
#include "../precompiled.h"
|
|
#pragma hdrstop
|
|
|
|
#include <float.h>
|
|
|
|
idAngles ang_zero( 0.0f, 0.0f, 0.0f );
|
|
|
|
|
|
/*
|
|
=================
|
|
idAngles::Normalize360
|
|
|
|
returns angles normalized to the range [0 <= angle < 360]
|
|
=================
|
|
*/
|
|
idAngles& idAngles::Normalize360( void ) {
|
|
int i;
|
|
|
|
for ( i = 0; i < 3; i++ ) {
|
|
if ( ( (*this)[i] >= 360.0f ) || ( (*this)[i] < 0.0f ) ) {
|
|
(*this)[i] -= floor( (*this)[i] / 360.0f ) * 360.0f;
|
|
|
|
if ( (*this)[i] >= 360.0f ) {
|
|
(*this)[i] -= 360.0f;
|
|
}
|
|
if ( (*this)[i] < 0.0f ) {
|
|
(*this)[i] += 360.0f;
|
|
}
|
|
}
|
|
}
|
|
|
|
return *this;
|
|
}
|
|
|
|
/*
|
|
=================
|
|
idAngles::Normalize180
|
|
|
|
returns angles normalized to the range [-180 < angle <= 180]
|
|
=================
|
|
*/
|
|
idAngles& idAngles::Normalize180( void ) {
|
|
Normalize360();
|
|
|
|
if ( pitch > 180.0f ) {
|
|
pitch -= 360.0f;
|
|
}
|
|
|
|
if ( yaw > 180.0f ) {
|
|
yaw -= 360.0f;
|
|
}
|
|
|
|
if ( roll > 180.0f ) {
|
|
roll -= 360.0f;
|
|
}
|
|
return *this;
|
|
}
|
|
|
|
/*
|
|
=================
|
|
idAngles::ToVectors
|
|
=================
|
|
*/
|
|
void idAngles::ToVectors( idVec3 *forward, idVec3 *right, idVec3 *up ) const {
|
|
float sr, sp, sy, cr, cp, cy;
|
|
|
|
idMath::SinCos( DEG2RAD( yaw ), sy, cy );
|
|
idMath::SinCos( DEG2RAD( pitch ), sp, cp );
|
|
idMath::SinCos( DEG2RAD( roll ), sr, cr );
|
|
|
|
if ( forward ) {
|
|
forward->Set( cp * cy, cp * sy, -sp );
|
|
}
|
|
|
|
if ( right ) {
|
|
right->Set( -sr * sp * cy + cr * sy, -sr * sp * sy + -cr * cy, -sr * cp );
|
|
}
|
|
|
|
if ( up ) {
|
|
up->Set( cr * sp * cy + -sr * -sy, cr * sp * sy + -sr * cy, cr * cp );
|
|
}
|
|
}
|
|
|
|
/*
|
|
=================
|
|
idAngles::ToForward
|
|
=================
|
|
*/
|
|
idVec3 idAngles::ToForward( void ) const {
|
|
float sp, sy, cp, cy;
|
|
|
|
idMath::SinCos( DEG2RAD( yaw ), sy, cy );
|
|
idMath::SinCos( DEG2RAD( pitch ), sp, cp );
|
|
|
|
return idVec3( cp * cy, cp * sy, -sp );
|
|
}
|
|
|
|
/*
|
|
=================
|
|
idAngles::ToQuat
|
|
=================
|
|
*/
|
|
idQuat idAngles::ToQuat( void ) const {
|
|
float sx, cx, sy, cy, sz, cz;
|
|
float sxcy, cxcy, sxsy, cxsy;
|
|
|
|
idMath::SinCos( DEG2RAD( yaw ) * 0.5f, sz, cz );
|
|
idMath::SinCos( DEG2RAD( pitch ) * 0.5f, sy, cy );
|
|
idMath::SinCos( DEG2RAD( roll ) * 0.5f, sx, cx );
|
|
|
|
sxcy = sx * cy;
|
|
cxcy = cx * cy;
|
|
sxsy = sx * sy;
|
|
cxsy = cx * sy;
|
|
|
|
return idQuat( cxsy*sz - sxcy*cz, -cxsy*cz - sxcy*sz, sxsy*cz - cxcy*sz, cxcy*cz + sxsy*sz );
|
|
}
|
|
|
|
/*
|
|
=================
|
|
idAngles::ToRotation
|
|
=================
|
|
*/
|
|
idRotation idAngles::ToRotation( void ) const {
|
|
idVec3 vec;
|
|
float angle, w;
|
|
float sx, cx, sy, cy, sz, cz;
|
|
float sxcy, cxcy, sxsy, cxsy;
|
|
|
|
if ( pitch == 0.0f ) {
|
|
if ( yaw == 0.0f ) {
|
|
return idRotation( vec3_origin, idVec3( -1.0f, 0.0f, 0.0f ), roll );
|
|
}
|
|
if ( roll == 0.0f ) {
|
|
return idRotation( vec3_origin, idVec3( 0.0f, 0.0f, -1.0f ), yaw );
|
|
}
|
|
} else if ( yaw == 0.0f && roll == 0.0f ) {
|
|
return idRotation( vec3_origin, idVec3( 0.0f, -1.0f, 0.0f ), pitch );
|
|
}
|
|
|
|
idMath::SinCos( DEG2RAD( yaw ) * 0.5f, sz, cz );
|
|
idMath::SinCos( DEG2RAD( pitch ) * 0.5f, sy, cy );
|
|
idMath::SinCos( DEG2RAD( roll ) * 0.5f, sx, cx );
|
|
|
|
sxcy = sx * cy;
|
|
cxcy = cx * cy;
|
|
sxsy = sx * sy;
|
|
cxsy = cx * sy;
|
|
|
|
vec.x = cxsy * sz - sxcy * cz;
|
|
vec.y = -cxsy * cz - sxcy * sz;
|
|
vec.z = sxsy * cz - cxcy * sz;
|
|
w = cxcy * cz + sxsy * sz;
|
|
angle = idMath::ACos( w );
|
|
if ( angle == 0.0f ) {
|
|
vec.Set( 0.0f, 0.0f, 1.0f );
|
|
} else {
|
|
//vec *= (1.0f / sin( angle ));
|
|
vec.Normalize();
|
|
vec.FixDegenerateNormal();
|
|
angle *= 2.0f * idMath::M_RAD2DEG;
|
|
}
|
|
return idRotation( vec3_origin, vec, angle );
|
|
}
|
|
|
|
/*
|
|
=================
|
|
idAngles::ToMat3
|
|
=================
|
|
*/
|
|
idMat3 idAngles::ToMat3( void ) const {
|
|
idMat3 mat;
|
|
float sr, sp, sy, cr, cp, cy;
|
|
|
|
idMath::SinCos( DEG2RAD( yaw ), sy, cy );
|
|
idMath::SinCos( DEG2RAD( pitch ), sp, cp );
|
|
idMath::SinCos( DEG2RAD( roll ), sr, cr );
|
|
|
|
mat[ 0 ].Set( cp * cy, cp * sy, -sp );
|
|
mat[ 1 ].Set( sr * sp * cy + cr * -sy, sr * sp * sy + cr * cy, sr * cp );
|
|
mat[ 2 ].Set( cr * sp * cy + -sr * -sy, cr * sp * sy + -sr * cy, cr * cp );
|
|
|
|
return mat;
|
|
}
|
|
|
|
/*
|
|
=================
|
|
idAngles::ToMat4
|
|
=================
|
|
*/
|
|
idMat4 idAngles::ToMat4( void ) const {
|
|
return ToMat3().ToMat4();
|
|
}
|
|
|
|
/*
|
|
=================
|
|
idAngles::ToAngularVelocity
|
|
=================
|
|
*/
|
|
idVec3 idAngles::ToAngularVelocity( void ) const {
|
|
idRotation rotation = idAngles::ToRotation();
|
|
return rotation.GetVec() * DEG2RAD( rotation.GetAngle() );
|
|
}
|
|
|
|
/*
|
|
=============
|
|
idAngles::ToString
|
|
=============
|
|
*/
|
|
const char *idAngles::ToString( int precision ) const {
|
|
return idStr::FloatArrayToString( ToFloatPtr(), GetDimension(), precision );
|
|
}
|