304 lines
7.4 KiB
C
304 lines
7.4 KiB
C
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// Copyright (C) 2007 Id Software, Inc.
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//
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#ifndef __MATH_ANGLES_H__
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#define __MATH_ANGLES_H__
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/*
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===============================================================================
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Euler angles
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===============================================================================
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*/
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// angle indexes
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#define PITCH 0 // up / down
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#define YAW 1 // left / right
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#define ROLL 2 // fall over
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const int A_YAW = 2;
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const int A_PITCH = 1;
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const int A_ROLL = 0;
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class idVec3;
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class idQuat;
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class idRotation;
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class idMat3;
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class idMat4;
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class idAngles {
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public:
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float pitch;
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float yaw;
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float roll;
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idAngles( void );
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idAngles( float pitch, float yaw, float roll );
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explicit idAngles( const idVec3 &v );
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void Set( float pitch, float yaw, float roll );
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idAngles & Zero( void );
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float operator[]( int index ) const;
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float & operator[]( int index );
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idAngles operator-() const; // negate angles, in general not the inverse rotation
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idAngles & operator=( const idAngles &a );
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idAngles operator+( const idAngles &a ) const;
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idAngles & operator+=( const idAngles &a );
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idAngles operator-( const idAngles &a ) const;
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idAngles & operator-=( const idAngles &a );
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idAngles operator*( const float a ) const;
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idAngles & operator*=( const float a );
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idAngles operator/( const float a ) const;
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idAngles & operator/=( const float a );
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friend idAngles operator*( const float a, const idAngles &b );
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bool Compare( const idAngles &a ) const; // exact compare, no epsilon
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bool Compare( const idAngles &a, const float epsilon ) const; // compare with epsilon
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bool operator==( const idAngles &a ) const; // exact compare, no epsilon
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bool operator!=( const idAngles &a ) const; // exact compare, no epsilon
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idAngles & Normalize360( void ); // normalizes 'this'
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idAngles & Normalize180( void ); // normalizes 'this'
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void Clamp( const idAngles &min, const idAngles &max );
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int GetDimension( void ) const;
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void ToVectors( idVec3 *forward, idVec3 *right = NULL, idVec3 *up = NULL ) const;
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idVec3 ToForward( void ) const;
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idQuat ToQuat( void ) const;
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idRotation ToRotation( void ) const;
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idMat3 ToMat3( void ) const;
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void ToMat3NoRoll( idMat3& mat ) const;
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static idMat3& YawToMat3( float yaw, idMat3& mat );
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static idMat3& PitchToMat3( float pitch, idMat3& mat );
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static idMat3& RollToMat3( float roll, idMat3& mat );
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idMat4 ToMat4( void ) const;
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idVec3 ToAngularVelocity( void ) const;
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const float * ToFloatPtr( void ) const;
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float * ToFloatPtr( void );
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const char * ToString( int precision = 2 ) const;
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idMat3 ToMat3Maya( void ) const;
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bool FixDenormals( float epsilon = idMath::FLT_EPSILON ); // change tiny numbers to zero
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};
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extern idAngles ang_zero;
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ID_INLINE idAngles::idAngles( void ) {
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}
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ID_INLINE idAngles::idAngles( float pitch, float yaw, float roll ) {
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this->pitch = pitch;
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this->yaw = yaw;
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this->roll = roll;
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}
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ID_INLINE idAngles::idAngles( const idVec3 &v ) {
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this->pitch = v[0];
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this->yaw = v[1];
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this->roll = v[2];
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}
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ID_INLINE void idAngles::Set( float pitch, float yaw, float roll ) {
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this->pitch = pitch;
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this->yaw = yaw;
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this->roll = roll;
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}
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ID_INLINE idAngles &idAngles::Zero( void ) {
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pitch = yaw = roll = 0.0f;
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return *this;
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}
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ID_INLINE float idAngles::operator[]( int index ) const {
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assert( ( index >= 0 ) && ( index < 3 ) );
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return ( &pitch )[ index ];
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}
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ID_INLINE float &idAngles::operator[]( int index ) {
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assert( ( index >= 0 ) && ( index < 3 ) );
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return ( &pitch )[ index ];
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}
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ID_INLINE idAngles idAngles::operator-() const {
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return idAngles( -pitch, -yaw, -roll );
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}
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ID_INLINE idAngles &idAngles::operator=( const idAngles &a ) {
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pitch = a.pitch;
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yaw = a.yaw;
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roll = a.roll;
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return *this;
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}
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ID_INLINE idAngles idAngles::operator+( const idAngles &a ) const {
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return idAngles( pitch + a.pitch, yaw + a.yaw, roll + a.roll );
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}
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ID_INLINE idAngles& idAngles::operator+=( const idAngles &a ) {
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pitch += a.pitch;
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yaw += a.yaw;
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roll += a.roll;
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return *this;
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}
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ID_INLINE idAngles idAngles::operator-( const idAngles &a ) const {
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return idAngles( pitch - a.pitch, yaw - a.yaw, roll - a.roll );
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}
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ID_INLINE idAngles& idAngles::operator-=( const idAngles &a ) {
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pitch -= a.pitch;
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yaw -= a.yaw;
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roll -= a.roll;
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return *this;
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}
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ID_INLINE idAngles idAngles::operator*( const float a ) const {
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return idAngles( pitch * a, yaw * a, roll * a );
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}
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ID_INLINE idAngles& idAngles::operator*=( float a ) {
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pitch *= a;
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yaw *= a;
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roll *= a;
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return *this;
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}
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ID_INLINE idAngles idAngles::operator/( const float a ) const {
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float inva = 1.0f / a;
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return idAngles( pitch * inva, yaw * inva, roll * inva );
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}
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ID_INLINE idAngles& idAngles::operator/=( float a ) {
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float inva = 1.0f / a;
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pitch *= inva;
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yaw *= inva;
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roll *= inva;
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return *this;
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}
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ID_INLINE idAngles operator*( const float a, const idAngles &b ) {
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return idAngles( a * b.pitch, a * b.yaw, a * b.roll );
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}
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ID_INLINE bool idAngles::Compare( const idAngles &a ) const {
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return ( ( a.pitch == pitch ) && ( a.yaw == yaw ) && ( a.roll == roll ) );
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}
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ID_INLINE bool idAngles::Compare( const idAngles &a, const float epsilon ) const {
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if ( idMath::Fabs( pitch - a.pitch ) > epsilon ) {
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return false;
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}
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if ( idMath::Fabs( yaw - a.yaw ) > epsilon ) {
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return false;
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}
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if ( idMath::Fabs( roll - a.roll ) > epsilon ) {
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return false;
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}
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return true;
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}
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ID_INLINE bool idAngles::operator==( const idAngles &a ) const {
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return Compare( a );
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}
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ID_INLINE bool idAngles::operator!=( const idAngles &a ) const {
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return !Compare( a );
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}
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ID_INLINE void idAngles::Clamp( const idAngles &min, const idAngles &max ) {
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if ( pitch < min.pitch ) {
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pitch = min.pitch;
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} else if ( pitch > max.pitch ) {
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pitch = max.pitch;
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}
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if ( yaw < min.yaw ) {
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yaw = min.yaw;
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} else if ( yaw > max.yaw ) {
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yaw = max.yaw;
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}
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if ( roll < min.roll ) {
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roll = min.roll;
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} else if ( roll > max.roll ) {
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roll = max.roll;
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}
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}
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ID_INLINE int idAngles::GetDimension( void ) const {
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return 3;
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}
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ID_INLINE const float *idAngles::ToFloatPtr( void ) const {
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return &pitch;
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}
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ID_INLINE float *idAngles::ToFloatPtr( void ) {
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return &pitch;
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}
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ID_INLINE idMat3& idAngles::YawToMat3( float yaw, idMat3& mat ) {
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float sy, cy;
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idMath::SinCos( DEG2RAD( yaw ), sy, cy );
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mat[ 0 ].Set( cy, sy, 0 );
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mat[ 1 ].Set( -sy, cy, 0 );
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mat[ 2 ].Set( 0, 0, 1 );
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return mat;
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}
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ID_INLINE idMat3& idAngles::PitchToMat3( float pitch, idMat3& mat ) {
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float sp, cp;
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idMath::SinCos( DEG2RAD( pitch ), sp, cp );
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mat[ 0 ].Set( cp, 0, -sp );
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mat[ 1 ].Set( 0, 1, 0 );
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mat[ 2 ].Set( sp, 0, cp );
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return mat;
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}
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ID_INLINE idMat3& idAngles::RollToMat3( float roll, idMat3& mat ) {
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float sr, cr;
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idMath::SinCos( DEG2RAD( roll ), sr, cr );
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mat[ 0 ].Set( 1, 0, 0 );
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mat[ 1 ].Set( 0, cr, sr );
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mat[ 2 ].Set( 0, -sr, cr );
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return mat;
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}
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ID_INLINE bool idAngles::FixDenormals( float epsilon ) {
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bool denormal = false;
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if ( fabs( yaw ) < epsilon ) {
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yaw = 0.0f;
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denormal = true;
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}
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if ( fabs( pitch ) < epsilon ) {
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pitch = 0.0f;
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denormal = true;
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}
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if ( fabs( roll ) < epsilon ) {
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roll = 0.0f;
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denormal = true;
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}
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return denormal;
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}
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#endif /* !__MATH_ANGLES_H__ */
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