dhewm3-sdk/idlib/math/Angles.cpp

244 lines
5.9 KiB
C++
Raw Permalink Normal View History

2011-11-22 21:28:15 +00:00
/*
===========================================================================
Doom 3 GPL Source Code
Copyright (C) 1999-2011 id Software LLC, a ZeniMax Media company.
2011-11-22 21:28:15 +00:00
2011-12-06 16:14:59 +00:00
This file is part of the Doom 3 GPL Source Code ("Doom 3 Source Code").
2011-11-22 21:28:15 +00:00
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 <float.h>
#include "sys/platform.h"
#include "idlib/math/Quat.h"
#include "idlib/math/Rotation.h"
#include "idlib/Str.h"
2011-11-22 21:28:15 +00:00
#include "idlib/math/Angles.h"
idAngles ang_zero( 0.0f, 0.0f, 0.0f );
2011-11-22 21:28:15 +00:00
/*
=================
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;
}
2011-11-22 21:28:15 +00:00
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;
2011-11-22 21:28:15 +00:00
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;
2011-11-22 21:28:15 +00:00
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 );
}