#include "q_shared.h" #include angles_t ang_zero( 0.0f, 0.0f, 0.0f ); void toAngles( mat3_t &src, angles_t &dst ) { double theta; double cp; double sp; sp = src[ 0 ][ 2 ]; // cap off our sin value so that we don't get any NANs if ( sp > 1.0 ) { sp = 1.0; } else if ( sp < -1.0 ) { sp = -1.0; } theta = -asin( sp ); cp = cos( theta ); if ( cp > 8192 * FLT_EPSILON ) { dst.pitch = theta * 180 / M_PI; dst.yaw = atan2( src[ 0 ][ 1 ], src[ 0 ][ 0 ] ) * 180 / M_PI; dst.roll = atan2( src[ 1 ][ 2 ], src[ 2 ][ 2 ] ) * 180 / M_PI; } else { dst.pitch = theta * 180 / M_PI; dst.yaw = -atan2( src[ 1 ][ 0 ], src[ 1 ][ 1 ] ) * 180 / M_PI; dst.roll = 0; } } void toAngles( quat_t &src, angles_t &dst ) { mat3_t temp; toMatrix( src, temp ); toAngles( temp, dst ); } void toAngles( idVec3_t &src, angles_t &dst ) { dst.pitch = src[ 0 ]; dst.yaw = src[ 1 ]; dst.roll = src[ 2 ]; } void angles_t::toVectors( idVec3_t *forward, idVec3_t *right, idVec3_t *up ) { float angle; static float sr, sp, sy, cr, cp, cy; // static to help MS compiler fp bugs angle = yaw * ( M_PI * 2 / 360 ); sy = sin( angle ); cy = cos( angle ); angle = pitch * ( M_PI * 2 / 360 ); sp = sin( angle ); cp = cos( angle ); angle = roll * ( M_PI * 2 / 360 ); sr = sin( angle ); cr = cos( angle ); 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 ); } } idVec3_t angles_t::toForward( void ) { float angle; static float sp, sy, cp, cy; // static to help MS compiler fp bugs angle = yaw * ( M_PI * 2 / 360 ); sy = sin( angle ); cy = cos( angle ); angle = pitch * ( M_PI * 2 / 360 ); sp = sin( angle ); cp = cos( angle ); return idVec3_t( cp * cy, cp * sy, -sp ); } /* ================= Normalize360 returns angles normalized to the range [0 <= angle < 360] ================= */ angles_t& angles_t::Normalize360( void ) { pitch = (360.0 / 65536) * ( ( int )( pitch * ( 65536 / 360.0 ) ) & 65535 ); yaw = (360.0 / 65536) * ( ( int )( yaw * ( 65536 / 360.0 ) ) & 65535 ); roll = (360.0 / 65536) * ( ( int )( roll * ( 65536 / 360.0 ) ) & 65535 ); return *this; } /* ================= Normalize180 returns angles normalized to the range [-180 < angle <= 180] ================= */ angles_t& angles_t::Normalize180( void ) { Normalize360(); if ( pitch > 180.0 ) { pitch -= 360.0; } if ( yaw > 180.0 ) { yaw -= 360.0; } if ( roll > 180.0 ) { roll -= 360.0; } return *this; }