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263 lines
7.1 KiB
C
263 lines
7.1 KiB
C
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/*
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===========================================================================
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Doom 3 BFG Edition GPL Source Code
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Copyright (C) 1993-2012 id Software LLC, a ZeniMax Media company.
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This file is part of the Doom 3 BFG Edition GPL Source Code ("Doom 3 BFG Edition Source Code").
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Doom 3 BFG Edition 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 BFG Edition 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 BFG Edition Source Code. If not, see <http://www.gnu.org/licenses/>.
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In addition, the Doom 3 BFG Edition 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 BFG Edition 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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/*
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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();
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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();
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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(); // normalizes 'this'
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idAngles & Normalize180(); // normalizes 'this'
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void Clamp( const idAngles &min, const idAngles &max );
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int GetDimension() const;
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void ToVectors( idVec3 *forward, idVec3 *right = NULL, idVec3 *up = NULL ) const;
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idVec3 ToForward() const;
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idQuat ToQuat() const;
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idRotation ToRotation() const;
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idMat3 ToMat3() const;
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idMat4 ToMat4() const;
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idVec3 ToAngularVelocity() const;
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const float * ToFloatPtr() const;
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float * ToFloatPtr();
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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() {
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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() {
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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() const {
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return 3;
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}
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ID_INLINE const float *idAngles::ToFloatPtr() const {
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return &pitch;
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}
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ID_INLINE float *idAngles::ToFloatPtr() {
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return &pitch;
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}
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#endif /* !__MATH_ANGLES_H__ */
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