// Copyright (C) 2007 Id Software, Inc. // #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 const int A_YAW = 2; const int A_PITCH = 1; const int A_ROLL = 0; 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' 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; void ToMat3NoRoll( idMat3& mat ) const; static idMat3& YawToMat3( float yaw, idMat3& mat ); static idMat3& PitchToMat3( float pitch, idMat3& mat ); static idMat3& RollToMat3( float roll, idMat3& mat ); idMat4 ToMat4( void ) const; idVec3 ToAngularVelocity( void ) const; const float * ToFloatPtr( void ) const; float * ToFloatPtr( void ); const char * ToString( int precision = 2 ) const; idMat3 ToMat3Maya( void ) const; bool FixDenormals( float epsilon = idMath::FLT_EPSILON ); // change tiny numbers to zero }; 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 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; } ID_INLINE idMat3& idAngles::YawToMat3( float yaw, idMat3& mat ) { float sy, cy; idMath::SinCos( DEG2RAD( yaw ), sy, cy ); mat[ 0 ].Set( cy, sy, 0 ); mat[ 1 ].Set( -sy, cy, 0 ); mat[ 2 ].Set( 0, 0, 1 ); return mat; } ID_INLINE idMat3& idAngles::PitchToMat3( float pitch, idMat3& mat ) { float sp, cp; idMath::SinCos( DEG2RAD( pitch ), sp, cp ); mat[ 0 ].Set( cp, 0, -sp ); mat[ 1 ].Set( 0, 1, 0 ); mat[ 2 ].Set( sp, 0, cp ); return mat; } ID_INLINE idMat3& idAngles::RollToMat3( float roll, idMat3& mat ) { float sr, cr; idMath::SinCos( DEG2RAD( roll ), sr, cr ); mat[ 0 ].Set( 1, 0, 0 ); mat[ 1 ].Set( 0, cr, sr ); mat[ 2 ].Set( 0, -sr, cr ); return mat; } ID_INLINE bool idAngles::FixDenormals( float epsilon ) { bool denormal = false; if ( fabs( yaw ) < epsilon ) { yaw = 0.0f; denormal = true; } if ( fabs( pitch ) < epsilon ) { pitch = 0.0f; denormal = true; } if ( fabs( roll ) < epsilon ) { roll = 0.0f; denormal = true; } return denormal; } #endif /* !__MATH_ANGLES_H__ */