/* =========================================================================== Doom 3 BFG Edition GPL Source Code Copyright (C) 1993-2012 id Software LLC, a ZeniMax Media company. This file is part of the Doom 3 BFG Edition GPL Source Code ("Doom 3 BFG Edition Source Code"). Doom 3 BFG Edition 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 BFG Edition 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 BFG Edition Source Code. If not, see . 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. 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. =========================================================================== */ #pragma hdrstop #include "../precompiled.h" #include idAngles ang_zero( 0.0f, 0.0f, 0.0f ); /* ================= idAngles::Normalize360 returns angles normalized to the range [0 <= angle < 360] ================= */ idAngles& idAngles::Normalize360() { 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() { 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() 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() 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() 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() 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() const { return ToMat3().ToMat4(); } /* ================= idAngles::ToAngularVelocity ================= */ idVec3 idAngles::ToAngularVelocity() 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 ); }