quake4-sdk/source/idlib/math/Angles.h
2007-06-15 00:00:00 +00:00

306 lines
7.2 KiB
C++

#ifndef __MATH_ANGLES_H__
#define __MATH_ANGLES_H__
/*
===============================================================================
Euler angles
===============================================================================
*/
// angle indexes
#define PITCH 0 // up / down
#define YAW 1 // left / right
#define ROLL 2 // fall over
#ifndef M_PI
# define M_PI (3.1415926536f)
#endif
class idVec3;
class idQuat;
class idRotation;
class idMat3;
class idMat4;
class idAngles {
public:
float pitch;
float yaw;
float roll;
idAngles( void );
idAngles( float pitch, float yaw, float roll );
explicit idAngles( const idVec3 &v );
void Set( float pitch, float yaw, float roll );
idAngles & Zero( void );
float operator[]( int index ) const;
float & operator[]( int index );
idAngles operator-() const; // negate angles, in general not the inverse rotation
idAngles & operator=( const idAngles &a );
idAngles operator+( const idAngles &a ) const;
idAngles & operator+=( const idAngles &a );
idAngles operator-( const idAngles &a ) const;
idAngles & operator-=( const idAngles &a );
idAngles operator*( const float a ) const;
idAngles & operator*=( const float a );
idAngles operator/( const float a ) const;
idAngles & operator/=( const float a );
friend idAngles operator*( const float a, const idAngles &b );
bool Compare( const idAngles &a ) const; // exact compare, no epsilon
bool Compare( const idAngles &a, const float epsilon ) const; // compare with epsilon
bool operator==( const idAngles &a ) const; // exact compare, no epsilon
bool operator!=( const idAngles &a ) const; // exact compare, no epsilon
idAngles & Normalize360( void ); // normalizes 'this'
idAngles & Normalize180( void ); // normalizes 'this'
float Length( void ) const;
float LengthSqr( void ) const;
void Clamp( const idAngles &min, const idAngles &max );
int GetDimension( void ) const;
void ToVectors( idVec3 *forward, idVec3 *right = NULL, idVec3 *up = NULL ) const;
idVec3 ToForward( void ) const;
idQuat ToQuat( void ) const;
idRotation ToRotation( void ) const;
idMat3 ToMat3( void ) const;
// RAVEN BEGIN
idMat3 &ToMat3( idMat3 &mat ) const;
// abahr
idAngles Random( const idVec3& range, idRandom& random ) const;
idAngles& Scale( const idAngles& scalar );
idAngles& Remap( const int map[], const int dirMap[] );
// RAVEN END
idMat4 ToMat4( void ) const;
idVec3 ToAngularVelocity( void ) const;
const float * ToFloatPtr( void ) const;
float * ToFloatPtr( void );
const char * ToString( int precision = 2 ) const;
bool FixDenormals( void );
};
extern idAngles ang_zero;
ID_INLINE idAngles::idAngles( void ) {
}
ID_INLINE idAngles::idAngles( float pitch, float yaw, float roll ) {
this->pitch = pitch;
this->yaw = yaw;
this->roll = roll;
}
ID_INLINE idAngles::idAngles( const idVec3 &v ) {
this->pitch = v[0];
this->yaw = v[1];
this->roll = v[2];
}
ID_INLINE void idAngles::Set( float pitch, float yaw, float roll ) {
this->pitch = pitch;
this->yaw = yaw;
this->roll = roll;
}
ID_INLINE idAngles &idAngles::Zero( void ) {
pitch = yaw = roll = 0.0f;
return *this;
}
ID_INLINE float idAngles::operator[]( int index ) const {
assert( ( index >= 0 ) && ( index < 3 ) );
return ( &pitch )[ index ];
}
ID_INLINE float &idAngles::operator[]( int index ) {
assert( ( index >= 0 ) && ( index < 3 ) );
return ( &pitch )[ index ];
}
ID_INLINE idAngles idAngles::operator-() const {
return idAngles( -pitch, -yaw, -roll );
}
ID_INLINE idAngles &idAngles::operator=( const idAngles &a ) {
pitch = a.pitch;
yaw = a.yaw;
roll = a.roll;
return *this;
}
ID_INLINE idAngles idAngles::operator+( const idAngles &a ) const {
return idAngles( pitch + a.pitch, yaw + a.yaw, roll + a.roll );
}
ID_INLINE idAngles& idAngles::operator+=( const idAngles &a ) {
pitch += a.pitch;
yaw += a.yaw;
roll += a.roll;
return *this;
}
ID_INLINE idAngles idAngles::operator-( const idAngles &a ) const {
return idAngles( pitch - a.pitch, yaw - a.yaw, roll - a.roll );
}
ID_INLINE idAngles& idAngles::operator-=( const idAngles &a ) {
pitch -= a.pitch;
yaw -= a.yaw;
roll -= a.roll;
return *this;
}
ID_INLINE idAngles idAngles::operator*( const float a ) const {
return idAngles( pitch * a, yaw * a, roll * a );
}
ID_INLINE idAngles& idAngles::operator*=( float a ) {
pitch *= a;
yaw *= a;
roll *= a;
return *this;
}
ID_INLINE idAngles idAngles::operator/( const float a ) const {
float inva = 1.0f / a;
return idAngles( pitch * inva, yaw * inva, roll * inva );
}
ID_INLINE idAngles& idAngles::operator/=( float a ) {
float inva = 1.0f / a;
pitch *= inva;
yaw *= inva;
roll *= inva;
return *this;
}
ID_INLINE idAngles operator*( const float a, const idAngles &b ) {
return idAngles( a * b.pitch, a * b.yaw, a * b.roll );
}
ID_INLINE bool idAngles::Compare( const idAngles &a ) const {
return ( ( a.pitch == pitch ) && ( a.yaw == yaw ) && ( a.roll == roll ) );
}
ID_INLINE bool idAngles::Compare( const idAngles &a, const float epsilon ) const {
if ( idMath::Fabs( pitch - a.pitch ) > epsilon ) {
return false;
}
if ( idMath::Fabs( yaw - a.yaw ) > epsilon ) {
return false;
}
if ( idMath::Fabs( roll - a.roll ) > epsilon ) {
return false;
}
return true;
}
ID_INLINE bool idAngles::operator==( const idAngles &a ) const {
return Compare( a );
}
ID_INLINE bool idAngles::operator!=( const idAngles &a ) const {
return !Compare( a );
}
ID_INLINE float idAngles::Length( void ) const {
return idMath::Sqrt( yaw * yaw + pitch * pitch + roll * roll );
}
ID_INLINE float idAngles::LengthSqr( void ) const {
return ( yaw * yaw + pitch * pitch + roll * roll );
}
ID_INLINE void idAngles::Clamp( const idAngles &min, const idAngles &max ) {
if ( pitch < min.pitch ) {
pitch = min.pitch;
} else if ( pitch > max.pitch ) {
pitch = max.pitch;
}
if ( yaw < min.yaw ) {
yaw = min.yaw;
} else if ( yaw > max.yaw ) {
yaw = max.yaw;
}
if ( roll < min.roll ) {
roll = min.roll;
} else if ( roll > max.roll ) {
roll = max.roll;
}
}
ID_INLINE int idAngles::GetDimension( void ) const {
return 3;
}
ID_INLINE const float *idAngles::ToFloatPtr( void ) const {
return &pitch;
}
ID_INLINE float *idAngles::ToFloatPtr( void ) {
return &pitch;
}
// RAVEN BEGIN
// abahr
ID_INLINE idAngles idAngles::Random( const idVec3& range, idRandom& random ) const {
idAngles a( *this );
for( int ix = 0; ix < GetDimension(); ++ix ) {
a[ ix ] += a[ ix ] * range[ix] * random.CRandomFloat();
}
return a;
}
ID_INLINE idAngles& idAngles::Scale( const idAngles& scalar ) {
for( int ix = 0; ix < GetDimension(); ++ix ) {
(*this)[ix] *= scalar[ix];
}
return *this;
}
ID_INLINE idAngles& idAngles::Remap( const int map[], const int dirMap[] ) {
idAngles ang( *this );
for( int ix = 0; ix < GetDimension(); ++ix ) {
(*this)[ ix ] = SignZero(dirMap[ix]) * ang[ abs(map[ix]) ];
}
return *this;
}
// RAVEN END
ID_INLINE bool idAngles::FixDenormals( void ) {
bool denormal = false;
if ( fabs( yaw ) < 1e-30f ) {
yaw = 0.0f;
denormal = true;
}
if ( fabs( pitch ) < 1e-30f ) {
pitch = 0.0f;
denormal = true;
}
if ( fabs( roll ) < 1e-30f ) {
roll = 0.0f;
denormal = true;
}
return denormal;
}
#endif /* !__MATH_ANGLES_H__ */