// Copyright (C) 2007 Id Software, Inc. // #include "../precompiled.h" #pragma hdrstop #include idAngles ang_zero( 0.0f, 0.0f, 0.0f ); /* ================= idAngles::Normalize360 returns angles normalized to the range [0 <= angle < 360] ================= */ idAngles& idAngles::Normalize360( void ) { int i; for ( i = 0; i < 3; i++ ) { if ( ( (*this)[i] >= 360.0f ) || ( (*this)[i] < 0.0f ) ) { (*this)[i] -= floor( (*this)[i] / 360.0f ) * 360.0f; if ( (*this)[i] >= 360.0f ) { (*this)[i] -= 360.0f; } if ( (*this)[i] < 0.0f ) { (*this)[i] += 360.0f; } } } return *this; } /* ================= idAngles::Normalize180 returns angles normalized to the range [-180 < angle <= 180] ================= */ idAngles& idAngles::Normalize180( void ) { Normalize360(); if ( pitch > 180.0f ) { pitch -= 360.0f; } if ( yaw > 180.0f ) { yaw -= 360.0f; } if ( roll > 180.0f ) { roll -= 360.0f; } return *this; } /* ================= idAngles::ToVectors ================= */ void idAngles::ToVectors( idVec3 *forward, idVec3 *right, idVec3 *up ) const { float sr, sp, sy, cr, cp, cy; idMath::SinCos( DEG2RAD( yaw ), sy, cy ); idMath::SinCos( DEG2RAD( pitch ), sp, cp ); idMath::SinCos( DEG2RAD( 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 ); } } /* ================= idAngles::ToForward ================= */ idVec3 idAngles::ToForward( void ) const { float sp, sy, cp, cy; idMath::SinCos( DEG2RAD( yaw ), sy, cy ); idMath::SinCos( DEG2RAD( pitch ), sp, cp ); return idVec3( cp * cy, cp * sy, -sp ); } /* ================= idAngles::ToQuat ================= */ idQuat idAngles::ToQuat( void ) const { float sx, cx, sy, cy, sz, cz; float sxcy, cxcy, sxsy, cxsy; idMath::SinCos( DEG2RAD( yaw ) * 0.5f, sz, cz ); idMath::SinCos( DEG2RAD( pitch ) * 0.5f, sy, cy ); idMath::SinCos( DEG2RAD( roll ) * 0.5f, sx, cx ); sxcy = sx * cy; cxcy = cx * cy; sxsy = sx * sy; cxsy = cx * sy; return idQuat( cxsy*sz - sxcy*cz, -cxsy*cz - sxcy*sz, sxsy*cz - cxcy*sz, cxcy*cz + sxsy*sz ); } /* ================= idAngles::ToRotation ================= */ idRotation idAngles::ToRotation( void ) const { idVec3 vec; float angle, w; float sx, cx, sy, cy, sz, cz; float sxcy, cxcy, sxsy, cxsy; if ( pitch == 0.0f ) { if ( yaw == 0.0f ) { return idRotation( vec3_origin, idVec3( -1.0f, 0.0f, 0.0f ), roll ); } if ( roll == 0.0f ) { return idRotation( vec3_origin, idVec3( 0.0f, 0.0f, -1.0f ), yaw ); } } else if ( yaw == 0.0f && roll == 0.0f ) { return idRotation( vec3_origin, idVec3( 0.0f, -1.0f, 0.0f ), pitch ); } idMath::SinCos( DEG2RAD( yaw ) * 0.5f, sz, cz ); idMath::SinCos( DEG2RAD( pitch ) * 0.5f, sy, cy ); idMath::SinCos( DEG2RAD( roll ) * 0.5f, sx, cx ); sxcy = sx * cy; cxcy = cx * cy; sxsy = sx * sy; cxsy = cx * sy; vec.x = cxsy * sz - sxcy * cz; vec.y = -cxsy * cz - sxcy * sz; vec.z = sxsy * cz - cxcy * sz; w = cxcy * cz + sxsy * sz; angle = idMath::ACos( w ); if ( angle == 0.0f ) { vec.Set( 0.0f, 0.0f, 1.0f ); } else { //vec *= (1.0f / sin( angle )); vec.Normalize(); vec.FixDegenerateNormal(); angle *= 2.0f * idMath::M_RAD2DEG; } return idRotation( vec3_origin, vec, angle ); } /* ================= idAngles::ToMat3 Rotation matrices used: X = ?? Y = ?? Z = ?? Rotation order: M = ?.?.? | cos(y) * cos(z) cos(y) * sin(z) -sin(y) | M = | sin(x) * sin(y) * cos(z) + cos(x) * -sin(z) sin(x) * sin(y) * sin(z) + cos(x) * cos(z) sin(x) * cos(y) | | cos(x) * sin(y) * cos(z) + -sin(x) * -sin(z) cos(x) * sin(y) * sin(z) + -sin(x) * cos(z) cos(x) * cos(y) | pitch = rotation around y axis yaw = rotation around z axis roll = rotation around x axis ================= */ idMat3 idAngles::ToMat3( void ) const { idMat3 mat; float sr, sp, sy, cr, cp, cy; idMath::SinCos( DEG2RAD( yaw ), sy, cy ); idMath::SinCos( DEG2RAD( pitch ), sp, cp ); idMath::SinCos( DEG2RAD( 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; } /* ================= idAngles::ToMat3NoRoll ================= */ void idAngles::ToMat3NoRoll( idMat3& mat ) const { float sp, sy, cp, cy; idMath::SinCos( DEG2RAD( yaw ), sy, cy ); idMath::SinCos( DEG2RAD( pitch ), sp, cp ); mat[ 0 ].Set( cp * cy, cp * sy, -sp ); mat[ 1 ].Set( -sy, cy, 0.0f ); mat[ 2 ].Set( sp * cy, sp * sy, cp ); } /* ================= idAngles::ToMat4 ================= */ idMat4 idAngles::ToMat4( void ) const { return ToMat3().ToMat4(); } /* ================= idAngles::ToAngularVelocity ================= */ idVec3 idAngles::ToAngularVelocity( void ) const { return idAngles::ToRotation().ToAngularVelocity(); } /* ============= idAngles::ToString ============= */ const char *idAngles::ToString( int precision ) const { return idStr::FloatArrayToString( ToFloatPtr(), GetDimension(), precision ); } /* ================= idAngles::ToMat3Maya Rotation matrices used: | 1 0 0 | X = | 0 cos(x) sin(x) | | 0 -sin(x) cos(x) | | cos(y) 0 -sin(y) | Y = | 0 1 0 | | sin(y) 0 cos(y) | | cos(z) sin(z) 0 | Z = | -sin(z) cos(z) 0 | | 0 0 1 | Rotation order: M = X.Y.Z | cos(y) * cos(z) cos(y) * sin(z) -sin(y) | M = | sin(x) * sin(y) * cos(z) + cos(x) * -sin(z) sin(x) * sin(y) * sin(z) + cos(x) * cos(z) sin(x) * cos(y) | | cos(x) * sin(y) * cos(z) + -sin(x) * -sin(z) cos(x) * sin(y) * sin(z) + -sin(x) * cos(z) cos(x) * cos(y) | pitch = rotation around x axis yaw = rotation around y axis roll = rotation around z axis ================= */ idMat3 idAngles::ToMat3Maya( void ) const { idMat3 mat; float sr, sp, sy, cr, cp, cy; idMath::SinCos( DEG2RAD( yaw ), sy, cy ); idMath::SinCos( DEG2RAD( pitch ), sp, cp ); idMath::SinCos( DEG2RAD( roll ), sr, cr ); mat[ 0 ].Set( cy * cr, cy * sr, -sy ); mat[ 1 ].Set( sp * sy * cr + cp * -sr, sp * sy * sr + cp * cr, sp * cy ); mat[ 2 ].Set( cp * sy * cr + -sp * -sr, cp * sy * sr + -sp * cr, cp * cy ); return mat; }