quake4-sdk/source/idlib/math/Radians.cpp

136 lines
2.3 KiB
C++
Raw Permalink Normal View History

2007-06-15 00:00:00 +00:00
#include "../precompiled.h"
#pragma hdrstop
#include <float.h>
/*
=================
rvAngles::NormalizeFull
returns angles normalized to the range [0 <= angle < TWO_PI]
=================
*/
rvAngles &rvAngles::NormalizeFull( void )
{
// Get to -TWO_PI < a < TWO_PI
pitch = fmodf( pitch, idMath::TWO_PI );
yaw = fmodf( yaw, idMath::TWO_PI );
roll = fmodf( roll, idMath::TWO_PI );
// Fix any negatives
if( pitch < 0.0f )
{
pitch += idMath::TWO_PI;
}
if( yaw < 0.0f )
{
yaw += idMath::TWO_PI;
}
if( roll < 0.0f )
{
roll += idMath::TWO_PI;
}
return( *this );
}
/*
=================
rvAngles::NormalizeHalf
returns angles normalized to the range [-PI < angle <= PI]
=================
*/
rvAngles &rvAngles::NormalizeHalf( void )
{
int i;
// Get to -TWO_PI < a < TWO_PI
pitch = fmodf( pitch, idMath::TWO_PI );
yaw = fmodf( yaw, idMath::TWO_PI );
roll = fmodf( roll, idMath::TWO_PI );
for( i = 0; i < 3; i++ )
{
if( ( *this )[i] < -idMath::PI )
{
( *this )[i] += idMath::TWO_PI;
}
if( ( *this )[i] > idMath::PI )
{
( *this )[i] -= idMath::TWO_PI;
}
}
return( *this );
}
/*
=================
rvAngles::ToVectors
=================
*/
void rvAngles::ToVectors( idVec3 *forward, idVec3 *right, idVec3 *up ) const
{
float sr, sp, sy, cr, cp, cy;
idMath::SinCos( yaw, sy, cy );
idMath::SinCos( pitch, sp, cp );
idMath::SinCos( roll, sr, cr );
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 );
}
}
/*
=================
rvAngles::ToForward
=================
*/
idVec3 rvAngles::ToForward( void ) const
{
float sp, sy, cp, cy;
idMath::SinCos( yaw, sy, cy );
idMath::SinCos( pitch, sp, cp );
return( idVec3( cp * cy, cp * sy, -sp ) );
}
/*
=================
rvAngles::ToMat3
=================
*/
idMat3 &rvAngles::ToMat3( idMat3 &mat ) const
{
float sr, sp, sy, cr, cp, cy;
idMath::SinCos( yaw, sy, cy );
idMath::SinCos( pitch, sp, cp );
idMath::SinCos( roll, sr, cr );
mat[0].Set( cp * cy, cp * sy, -sp );
mat[1].Set( sr * sp * cy + cr * -sy, sr * sp * sy + cr * cy, sr * cp );
mat[2].Set( cr * sp * cy + -sr * -sy, cr * sp * sy + -sr * cy, cr * cp );
return( mat );
}
// end