mirror of
https://git.do.srb2.org/STJr/UltimateZoneBuilder.git
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93 lines
2.1 KiB
C#
93 lines
2.1 KiB
C#
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#region ================== Copyright (c) 2007 Pascal vd Heiden
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/*
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* Copyright (c) 2007 Pascal vd Heiden, www.codeimp.com
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* This program is released under GNU General Public License
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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*/
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#endregion
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#region ================== Namespaces
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using System;
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using System.Collections;
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using System.Collections.Generic;
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using System.Globalization;
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using System.Text;
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#endregion
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namespace CodeImp.DoomBuilder.Geometry
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{
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public struct Angle2D
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{
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#region ================== Constants
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public const float PI = (float)Math.PI;
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public const float PIHALF = (float)Math.PI * 0.5f;
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public const float PI2 = (float)Math.PI * 2f;
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public const float PIDEG = 57.295779513082320876798154814105f;
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public const float SQRT2 = 1.4142135623730950488016887242097f;
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#endregion
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#region ================== Methods
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// This converts doom angle to real angle
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public static float DoomToReal(int doomangle)
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{
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return Normalized(DegToRad((float)(doomangle + 90)));
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}
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// This converts real angle to doom angle
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public static int RealToDoom(float realangle)
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{
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return (int)Math.Round(RadToDeg(Normalized(realangle - PIHALF)));
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}
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// This converts degrees to radians
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public static float DegToRad(float deg)
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{
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return deg / PIDEG;
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}
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// This converts radians to degrees
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public static float RadToDeg(float rad)
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{
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return rad * PIDEG;
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}
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// This normalizes an angle
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public static float Normalized(float a)
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{
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while(a < 0f) a += PI2;
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while(a > PI2) a -= PI2;
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return a;
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}
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// This returns the difference between two angles
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public static float Difference(float a, float b)
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{
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float d;
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// Calculate delta angle
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d = Normalized(a) - Normalized(b);
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// Make corrections for zero barrier
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if(d < 0f) d += PI2;
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if(d > PI) d = PI2 - d;
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// Return result
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return d;
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}
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#endregion
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}
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}
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