wolf3d-ios/wolf3d/code/env/angle.c

172 lines
3.6 KiB
C

/*
Copyright (C) 2005 Michael Liebscher <johnnycanuck@users.sourceforge.net>
Copyright (C) 1997-2001 Id Software, Inc.
This program 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.
This program 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 this program; if not, write to the Free Software
Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
*/
/*
* angle.h: Angle math routines.
*
* Author: Michael Liebscher <johnnycanuck@users.sourceforge.net>
*
* Acknowledgement:
* Portion of this code was derived from Quake II, and was originally
* written by Id Software, Inc.
*
*/
#include "../wolfiphone.h"
/*
-----------------------------------------------------------------------------
Function: angle_diff -Finds the difference between two angles.
Parameters: angle1, angle2 -[in] Angles in Radians.
Returns:
Returns the absolute difference between two angles, this will always
be between 0 and 180 degrees.
Notes:
-----------------------------------------------------------------------------
*/
INLINECALL float angle_diff( float angle1, float angle2 )
{
float d;
if( angle1 > angle2 )
{
d = angle1 - angle2;
}
else
{
d = angle2 - angle1;
}
if( d > M_PI )
{
return 2 * M_PI - d;
}
else
{
return d;
}
}
/*
-----------------------------------------------------------------------------
Function: angle_wise -Clockwise distance between two angles.
Parameters: angle1, angle2 -[in] Angles in Radians.
Returns:
Returns the clockwise distance from angle2 to angle1, this may be
greater than 180 degrees.
Notes:
-----------------------------------------------------------------------------
*/
INLINECALL float angle_wise( float angle1, float angle2 )
{
if( angle1 > angle2 )
{
return angle1 - angle2;
}
else
{
return angle1 + 2 * M_PI - angle2;
}
}
/*
-----------------------------------------------------------------------------
Function: interpolate_angle -Linear interpolate between angle A and B by
fraction 'f'.
Parameters:
Returns:
Notes:
-----------------------------------------------------------------------------
*/
INLINECALL float interpolate_angle( float from, float to, float fraction )
{
float diff = angle_diff( from, to ) * fraction;
if( angle_wise( to, from ) >= M_PI )
{
return from - diff;
}
else
{
return from + diff;
}
}
/*
-----------------------------------------------------------------------------
Function: normalize_angle -
Parameters:
Returns: Nothing.
Notes:
-----------------------------------------------------------------------------
*/
INLINECALL float normalize_angle( float angle )
{
while( angle < 0 )
{
angle += (2 * M_PI);
}
while( angle >= (2 * M_PI) )
{
angle -= (2 * M_PI);
}
return angle;
}
/*
-----------------------------------------------------------------------------
Function: LerpAngle -Linear interpolate allowing for the Modulo 360 problem.
Parameters:
Returns:
Notes:
-----------------------------------------------------------------------------
*/
INLINECALL float LerpAngle( float from, float to, float frac )
{
if( to - from > 180 )
{
to -= 360;
}
if( to - from < -180 )
{
to += 360;
}
return from + frac * (to - from);
}