wolf3d-browser/js/angle.js
Brian Harris e0b653888d Wolfenstein 3D browser version
This is the code for the browser version of Wolfenstein 3D which is
playable on http://www.wolfenstein.com/game_NA.php
2013-05-16 11:34:31 -05:00

143 lines
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4.2 KiB
JavaScript

/*
* ===========================================================================
*
* Wolf3D Browser Version GPL Source Code
* Copyright (C) 2012 id Software LLC, a ZeniMax Media company.
*
* This file is part of the Wolf3D Browser Version GPL Source Code ("Wolf3D Browser Source Code").
*
* Wolf3D Browser 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 2 of the License, or
* (at your option) any later version.
*
* Wolf3D Browser 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 version 2
* along with Wolf3D Browser Source Code. If not, see <http://www.gnu.org/licenses/>.
*
* If you have questions concerning this license, you may contact in writing id Software LLC, c/o ZeniMax Media Inc., Suite 120, Rockville, Maryland 20850 USA.
*
* ===========================================================================
*/
/**
* @namespace
* @description Angle math
*/
Wolf.Angle = (function() {
Wolf.setConsts({
DEG2RAD : function(a) { return a * 0.01745329251994329576; }, // a * M_PI / 180.0f
RAD2DEG : function(a) { return a / 0.01745329251994329576; }, // a * 180.0f / M_PI
ANGLE2SHORT : function(x) { return ((x * 65536 / 360)>>0) & 65535; },
SHORT2ANGLE : function(x) { return x * 360.0 / 65536; }
});
/**
* @description Finds the difference between two angles.
* @memberOf Wolf.Angle
* @param {number} angle1 Angle in radians.
* @param {number} angle2 Angle in radians.
* @returns {number} The absolute difference between two angles, this will always be between 0 and 180 degrees.
*/
function diff(angle1, angle2) {
var d;
if (angle1 > angle2) {
d = angle1 - angle2;
} else {
d = angle2 - angle1;
}
if (d > Math.PI) {
return 2 * Math.PI - d;
} else {
return d;
}
}
/**
* @description Clockwise distance between two angles.
* @memberOf Wolf.Angle
* @param {number} angle1 Angle in radians.
* @param {number} angle2 Angle in radians.
* @returns {number} The clockwise distance from angle2 to angle1, this may be greater than 180 degrees.
*/
function distCW(angle1, angle2) {
if (angle1 > angle2) {
return angle1 - angle2;
} else {
return angle1 + 2 * Math.PI - angle2;
}
}
/**
* @description Linear interpolate between angle from and to by fraction frac.
* @memberOf Wolf.Angle
* @param {number} from Angle in radians.
* @param {number} to Angle in radians.
* @param {number} frac Fraction.
* @returns {number}
*/
function interpolate(from, to, frac) {
var d = diff(from, to) * frac;
if (distCW(to, from) >= Math.PI) {
return from - diff;
} else {
return from + diff;
}
}
/**
* @description Normalize angle.
* @memberOf Wolf.Angle
* @param {number} angle
* @returns {number}
*/
function normalize(angle) {
while (angle < 0) {
angle += (2 * Math.PI);
}
while (angle >= (2 * Math.PI)) {
angle -= (2 * Math.PI);
}
return angle;
}
/**
* @description Linear interpolate allowing for the Modulo 360 problem.
* @memberOf Wolf.Angle
* @param {number} from Angle in radians.
* @param {number} to Angle in radians.
* @param {number} frac fraction.
* @returns {number}
*/
function lerp(from, to, frac) {
if (to - from > 180) {
to -= 360;
}
if (to - from < -180) {
to += 360;
}
return from + frac * (to - from);
}
return {
diff : diff,
distCW : distCW,
normalize : normalize,
interpolate : interpolate,
lerp : lerp
}
})();