gtkradiant/plugins/entity/angle.h
TTimo 12b372f89c ok
git-svn-id: svn://svn.icculus.org/gtkradiant/GtkRadiant@1 8a3a26a2-13c4-0310-b231-cf6edde360e5
2006-02-10 22:01:20 +00:00

101 lines
2.2 KiB
C++

/*
Copyright (C) 2001-2006, William Joseph.
All Rights Reserved.
This file is part of GtkRadiant.
GtkRadiant 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.
GtkRadiant 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 GtkRadiant; if not, write to the Free Software
Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA
*/
#if !defined(INCLUDED_ANGLE_H)
#define INCLUDED_ANGLE_H
#include "ientity.h"
#include "math/quaternion.h"
#include "generic/callback.h"
#include "stringio.h"
const float ANGLEKEY_IDENTITY = 0;
inline void default_angle(float& angle)
{
angle = ANGLEKEY_IDENTITY;
}
inline void normalise_angle(float& angle)
{
angle = static_cast<float>(float_mod(angle, 360.0));
}
inline void read_angle(float& angle, const char* value)
{
if(!string_parse_float(value, angle))
{
angle = 0;
}
else
{
normalise_angle(angle);
}
}
inline void write_angle(float angle, Entity* entity)
{
if(angle == 0)
{
entity->setKeyValue("angle", "");
}
else
{
char value[64];
sprintf(value, "%g", angle);
entity->setKeyValue("angle", value);
}
}
class AngleKey
{
Callback m_angleChanged;
public:
float m_angle;
AngleKey(const Callback& angleChanged)
: m_angleChanged(angleChanged), m_angle(ANGLEKEY_IDENTITY)
{
}
void angleChanged(const char* value)
{
read_angle(m_angle, value);
m_angleChanged();
}
typedef MemberCaller1<AngleKey, const char*, &AngleKey::angleChanged> AngleChangedCaller;
void write(Entity* entity) const
{
write_angle(m_angle, entity);
}
};
inline float angle_rotated(float angle, const Quaternion& rotation)
{
return matrix4_get_rotation_euler_xyz_degrees(
matrix4_multiplied_by_matrix4(
matrix4_rotation_for_z_degrees(angle),
matrix4_rotation_for_quaternion_quantised(rotation)
)
).z();
}
#endif