UltimateZoneBuilder/Source/Core/Geometry/Angle2D.cs

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#region ================== Copyright (c) 2007 Pascal vd Heiden
/*
* Copyright (c) 2007 Pascal vd Heiden, www.codeimp.com
* This program is released under GNU General Public License
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
*/
#endregion
#region ================== Namespaces
using System;
#endregion
namespace CodeImp.DoomBuilder.Geometry
{
public struct Angle2D
{
#region ================== Constants
public const float PI = (float)Math.PI;
public const float PIHALF = (float)Math.PI * 0.5f;
public const float PI2 = (float)Math.PI * 2f;
public const float PIDEG = 57.295779513082320876798154814105f;
public const float SQRT2 = 1.4142135623730950488016887242097f;
#endregion
#region ================== Methods
// This converts doom angle to real angle
public static float DoomToReal(int doomangle)
{
return (float)Math.Round(Normalized(DegToRad((float)(doomangle + 90))), 4);
}
// This converts real angle to doom angle
public static int RealToDoom(float realangle)
{
return (int)Math.Round(RadToDeg(Normalized(realangle - PIHALF)));
}
// This converts degrees to radians
public static float DegToRad(float deg)
{
return deg / PIDEG;
}
// This converts radians to degrees
public static float RadToDeg(float rad)
{
return rad * PIDEG;
}
// This normalizes an angle
public static float Normalized(float a)
{
while(a < 0f) a += PI2;
while(a >= PI2) a -= PI2;
return a;
}
// This returns the difference between two angles
public static float Difference(float a, float b)
{
float d;
// Calculate delta angle
d = Normalized(a) - Normalized(b);
// Make corrections for zero barrier
if(d < 0f) d += PI2;
if(d > PI) d = PI2 - d;
// Return result
return d;
}
#endregion
}
}