doom3-bfg/neo/idlib/math/Angles.h

301 lines
7.1 KiB
C++

/*
===========================================================================
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 <http://www.gnu.org/licenses/>.
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.
===========================================================================
*/
#ifndef __MATH_ANGLES_H__
#define __MATH_ANGLES_H__
/*
===============================================================================
Euler angles
===============================================================================
*/
// angle indexes
#define PITCH 0 // up / down
#define YAW 1 // left / right
#define ROLL 2 // fall over
class idVec3;
class idQuat;
class idRotation;
class idMat3;
class idMat4;
class idAngles
{
public:
float pitch;
float yaw;
float roll;
idAngles();
idAngles( float pitch, float yaw, float roll );
explicit idAngles( const idVec3& v );
void Set( float pitch, float yaw, float roll );
idAngles& Zero();
float operator[]( int index ) const;
float& operator[]( int index );
idAngles operator-() const; // negate angles, in general not the inverse rotation
idAngles& operator=( const idAngles& a );
idAngles operator+( const idAngles& a ) const;
idAngles& operator+=( const idAngles& a );
idAngles operator-( const idAngles& a ) const;
idAngles& operator-=( const idAngles& a );
idAngles operator*( const float a ) const;
idAngles& operator*=( const float a );
idAngles operator/( const float a ) const;
idAngles& operator/=( const float a );
friend idAngles operator*( const float a, const idAngles& b );
bool Compare( const idAngles& a ) const; // exact compare, no epsilon
bool Compare( const idAngles& a, const float epsilon ) const; // compare with epsilon
bool operator==( const idAngles& a ) const; // exact compare, no epsilon
bool operator!=( const idAngles& a ) const; // exact compare, no epsilon
idAngles& Normalize360(); // normalizes 'this'
idAngles& Normalize180(); // normalizes 'this'
void Clamp( const idAngles& min, const idAngles& max );
int GetDimension() const;
void ToVectors( idVec3* forward, idVec3* right = NULL, idVec3* up = NULL ) const;
idVec3 ToForward() const;
idQuat ToQuat() const;
idRotation ToRotation() const;
idMat3 ToMat3() const;
idMat4 ToMat4() const;
idVec3 ToAngularVelocity() const;
const float* ToFloatPtr() const;
float* ToFloatPtr();
const char* ToString( int precision = 2 ) const;
};
extern idAngles ang_zero;
ID_INLINE idAngles::idAngles()
{
}
ID_INLINE idAngles::idAngles( float pitch, float yaw, float roll )
{
this->pitch = pitch;
this->yaw = yaw;
this->roll = roll;
}
ID_INLINE idAngles::idAngles( const idVec3& v )
{
this->pitch = v[0];
this->yaw = v[1];
this->roll = v[2];
}
ID_INLINE void idAngles::Set( float pitch, float yaw, float roll )
{
this->pitch = pitch;
this->yaw = yaw;
this->roll = roll;
}
ID_INLINE idAngles& idAngles::Zero()
{
pitch = yaw = roll = 0.0f;
return *this;
}
ID_INLINE float idAngles::operator[]( int index ) const
{
assert( ( index >= 0 ) && ( index < 3 ) );
return ( &pitch )[ index ];
}
ID_INLINE float& idAngles::operator[]( int index )
{
assert( ( index >= 0 ) && ( index < 3 ) );
return ( &pitch )[ index ];
}
ID_INLINE idAngles idAngles::operator-() const
{
return idAngles( -pitch, -yaw, -roll );
}
ID_INLINE idAngles& idAngles::operator=( const idAngles& a )
{
pitch = a.pitch;
yaw = a.yaw;
roll = a.roll;
return *this;
}
ID_INLINE idAngles idAngles::operator+( const idAngles& a ) const
{
return idAngles( pitch + a.pitch, yaw + a.yaw, roll + a.roll );
}
ID_INLINE idAngles& idAngles::operator+=( const idAngles& a )
{
pitch += a.pitch;
yaw += a.yaw;
roll += a.roll;
return *this;
}
ID_INLINE idAngles idAngles::operator-( const idAngles& a ) const
{
return idAngles( pitch - a.pitch, yaw - a.yaw, roll - a.roll );
}
ID_INLINE idAngles& idAngles::operator-=( const idAngles& a )
{
pitch -= a.pitch;
yaw -= a.yaw;
roll -= a.roll;
return *this;
}
ID_INLINE idAngles idAngles::operator*( const float a ) const
{
return idAngles( pitch * a, yaw * a, roll * a );
}
ID_INLINE idAngles& idAngles::operator*=( float a )
{
pitch *= a;
yaw *= a;
roll *= a;
return *this;
}
ID_INLINE idAngles idAngles::operator/( const float a ) const
{
float inva = 1.0f / a;
return idAngles( pitch * inva, yaw * inva, roll * inva );
}
ID_INLINE idAngles& idAngles::operator/=( float a )
{
float inva = 1.0f / a;
pitch *= inva;
yaw *= inva;
roll *= inva;
return *this;
}
ID_INLINE idAngles operator*( const float a, const idAngles& b )
{
return idAngles( a * b.pitch, a * b.yaw, a * b.roll );
}
ID_INLINE bool idAngles::Compare( const idAngles& a ) const
{
return ( ( a.pitch == pitch ) && ( a.yaw == yaw ) && ( a.roll == roll ) );
}
ID_INLINE bool idAngles::Compare( const idAngles& a, const float epsilon ) const
{
if( idMath::Fabs( pitch - a.pitch ) > epsilon )
{
return false;
}
if( idMath::Fabs( yaw - a.yaw ) > epsilon )
{
return false;
}
if( idMath::Fabs( roll - a.roll ) > epsilon )
{
return false;
}
return true;
}
ID_INLINE bool idAngles::operator==( const idAngles& a ) const
{
return Compare( a );
}
ID_INLINE bool idAngles::operator!=( const idAngles& a ) const
{
return !Compare( a );
}
ID_INLINE void idAngles::Clamp( const idAngles& min, const idAngles& max )
{
if( pitch < min.pitch )
{
pitch = min.pitch;
}
else if( pitch > max.pitch )
{
pitch = max.pitch;
}
if( yaw < min.yaw )
{
yaw = min.yaw;
}
else if( yaw > max.yaw )
{
yaw = max.yaw;
}
if( roll < min.roll )
{
roll = min.roll;
}
else if( roll > max.roll )
{
roll = max.roll;
}
}
ID_INLINE int idAngles::GetDimension() const
{
return 3;
}
ID_INLINE const float* idAngles::ToFloatPtr() const
{
return &pitch;
}
ID_INLINE float* idAngles::ToFloatPtr()
{
return &pitch;
}
#endif /* !__MATH_ANGLES_H__ */