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afebd7e1e5
Don't include the lazy precompiled.h everywhere, only what's required for the compilation unit. platform.h needs to be included instead to provide all essential defines and types. All includes use the relative path to the neo or the game specific root. Move all idlib related includes from idlib/Lib.h to precompiled.h. precompiled.h still exists for the MFC stuff in tools/. Add some missing header guards.
264 lines
7.1 KiB
C++
264 lines
7.1 KiB
C++
/*
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===========================================================================
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Doom 3 GPL Source Code
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Copyright (C) 1999-2011 id Software LLC, a ZeniMax Media company.
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This file is part of the Doom 3 GPL Source Code ("Doom 3 Source Code").
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Doom 3 Source Code is free software: you can redistribute it and/or modify
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it under the terms of the GNU General Public License as published by
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the Free Software Foundation, either version 3 of the License, or
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(at your option) any later version.
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Doom 3 Source Code is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with Doom 3 Source Code. If not, see <http://www.gnu.org/licenses/>.
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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.
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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.
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===========================================================================
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*/
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#ifndef __MATH_ANGLES_H__
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#define __MATH_ANGLES_H__
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#include "idlib/math/Vector.h"
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/*
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===============================================================================
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Euler angles
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===============================================================================
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*/
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// angle indexes
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#define PITCH 0 // up / down
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#define YAW 1 // left / right
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#define ROLL 2 // fall over
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class idVec3;
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class idQuat;
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class idRotation;
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class idMat3;
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class idMat4;
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class idAngles {
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public:
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float pitch;
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float yaw;
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float roll;
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idAngles( void );
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idAngles( float pitch, float yaw, float roll );
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explicit idAngles( const idVec3 &v );
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void Set( float pitch, float yaw, float roll );
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idAngles & Zero( void );
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float operator[]( int index ) const;
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float & operator[]( int index );
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idAngles operator-() const; // negate angles, in general not the inverse rotation
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idAngles & operator=( const idAngles &a );
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idAngles operator+( const idAngles &a ) const;
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idAngles & operator+=( const idAngles &a );
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idAngles operator-( const idAngles &a ) const;
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idAngles & operator-=( const idAngles &a );
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idAngles operator*( const float a ) const;
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idAngles & operator*=( const float a );
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idAngles operator/( const float a ) const;
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idAngles & operator/=( const float a );
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friend idAngles operator*( const float a, const idAngles &b );
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bool Compare( const idAngles &a ) const; // exact compare, no epsilon
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bool Compare( const idAngles &a, const float epsilon ) const; // compare with epsilon
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bool operator==( const idAngles &a ) const; // exact compare, no epsilon
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bool operator!=( const idAngles &a ) const; // exact compare, no epsilon
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idAngles & Normalize360( void ); // normalizes 'this'
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idAngles & Normalize180( void ); // normalizes 'this'
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void Clamp( const idAngles &min, const idAngles &max );
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int GetDimension( void ) const;
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void ToVectors( idVec3 *forward, idVec3 *right = NULL, idVec3 *up = NULL ) const;
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idVec3 ToForward( void ) const;
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idQuat ToQuat( void ) const;
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idRotation ToRotation( void ) const;
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idMat3 ToMat3( void ) const;
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idMat4 ToMat4( void ) const;
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idVec3 ToAngularVelocity( void ) const;
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const float * ToFloatPtr( void ) const;
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float * ToFloatPtr( void );
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const char * ToString( int precision = 2 ) const;
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};
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extern idAngles ang_zero;
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ID_INLINE idAngles::idAngles( void ) {
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}
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ID_INLINE idAngles::idAngles( float pitch, float yaw, float roll ) {
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this->pitch = pitch;
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this->yaw = yaw;
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this->roll = roll;
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}
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ID_INLINE idAngles::idAngles( const idVec3 &v ) {
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this->pitch = v[0];
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this->yaw = v[1];
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this->roll = v[2];
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}
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ID_INLINE void idAngles::Set( float pitch, float yaw, float roll ) {
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this->pitch = pitch;
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this->yaw = yaw;
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this->roll = roll;
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}
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ID_INLINE idAngles &idAngles::Zero( void ) {
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pitch = yaw = roll = 0.0f;
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return *this;
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}
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ID_INLINE float idAngles::operator[]( int index ) const {
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assert( ( index >= 0 ) && ( index < 3 ) );
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return ( &pitch )[ index ];
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}
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ID_INLINE float &idAngles::operator[]( int index ) {
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assert( ( index >= 0 ) && ( index < 3 ) );
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return ( &pitch )[ index ];
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}
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ID_INLINE idAngles idAngles::operator-() const {
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return idAngles( -pitch, -yaw, -roll );
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}
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ID_INLINE idAngles &idAngles::operator=( const idAngles &a ) {
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pitch = a.pitch;
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yaw = a.yaw;
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roll = a.roll;
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return *this;
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}
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ID_INLINE idAngles idAngles::operator+( const idAngles &a ) const {
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return idAngles( pitch + a.pitch, yaw + a.yaw, roll + a.roll );
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}
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ID_INLINE idAngles& idAngles::operator+=( const idAngles &a ) {
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pitch += a.pitch;
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yaw += a.yaw;
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roll += a.roll;
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return *this;
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}
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ID_INLINE idAngles idAngles::operator-( const idAngles &a ) const {
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return idAngles( pitch - a.pitch, yaw - a.yaw, roll - a.roll );
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}
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ID_INLINE idAngles& idAngles::operator-=( const idAngles &a ) {
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pitch -= a.pitch;
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yaw -= a.yaw;
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roll -= a.roll;
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return *this;
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}
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ID_INLINE idAngles idAngles::operator*( const float a ) const {
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return idAngles( pitch * a, yaw * a, roll * a );
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}
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ID_INLINE idAngles& idAngles::operator*=( float a ) {
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pitch *= a;
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yaw *= a;
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roll *= a;
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return *this;
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}
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ID_INLINE idAngles idAngles::operator/( const float a ) const {
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float inva = 1.0f / a;
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return idAngles( pitch * inva, yaw * inva, roll * inva );
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}
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ID_INLINE idAngles& idAngles::operator/=( float a ) {
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float inva = 1.0f / a;
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pitch *= inva;
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yaw *= inva;
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roll *= inva;
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return *this;
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}
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ID_INLINE idAngles operator*( const float a, const idAngles &b ) {
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return idAngles( a * b.pitch, a * b.yaw, a * b.roll );
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}
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ID_INLINE bool idAngles::Compare( const idAngles &a ) const {
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return ( ( a.pitch == pitch ) && ( a.yaw == yaw ) && ( a.roll == roll ) );
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}
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ID_INLINE bool idAngles::Compare( const idAngles &a, const float epsilon ) const {
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if ( idMath::Fabs( pitch - a.pitch ) > epsilon ) {
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return false;
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}
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if ( idMath::Fabs( yaw - a.yaw ) > epsilon ) {
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return false;
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}
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if ( idMath::Fabs( roll - a.roll ) > epsilon ) {
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return false;
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}
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return true;
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}
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ID_INLINE bool idAngles::operator==( const idAngles &a ) const {
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return Compare( a );
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}
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ID_INLINE bool idAngles::operator!=( const idAngles &a ) const {
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return !Compare( a );
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}
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ID_INLINE void idAngles::Clamp( const idAngles &min, const idAngles &max ) {
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if ( pitch < min.pitch ) {
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pitch = min.pitch;
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} else if ( pitch > max.pitch ) {
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pitch = max.pitch;
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}
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if ( yaw < min.yaw ) {
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yaw = min.yaw;
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} else if ( yaw > max.yaw ) {
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yaw = max.yaw;
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}
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if ( roll < min.roll ) {
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roll = min.roll;
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} else if ( roll > max.roll ) {
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roll = max.roll;
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}
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}
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ID_INLINE int idAngles::GetDimension( void ) const {
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return 3;
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}
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ID_INLINE const float *idAngles::ToFloatPtr( void ) const {
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return &pitch;
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}
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ID_INLINE float *idAngles::ToFloatPtr( void ) {
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return &pitch;
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}
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#endif /* !__MATH_ANGLES_H__ */
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