2005-08-26 17:39:27 +00:00
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/*
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===========================================================================
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Copyright (C) 1999-2005 Id Software, Inc.
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This file is part of Quake III Arena source code.
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Quake III Arena source code is free software; you can redistribute it
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and/or modify it under the terms of the GNU General Public License as
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published by the Free Software Foundation; either version 2 of the License,
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or (at your option) any later version.
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Quake III Arena source code is distributed in the hope that it will be
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useful, 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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You should have received a copy of the GNU General Public License
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along with Foobar; if not, write to the Free Software
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Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA
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===========================================================================
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*/
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#ifndef __MATH_ANGLES_H__
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#define __MATH_ANGLES_H__
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#include <stdlib.h>
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#include <assert.h>
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#include "math_vector.h"
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class mat3_t;
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class quat_t;
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class idVec3_t;
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typedef idVec3_t &vec3_p;
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class angles_t {
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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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angles_t();
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angles_t( float pitch, float yaw, float roll );
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angles_t( const idVec3_t &vec );
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friend void toAngles( idVec3_t &src, angles_t &dst );
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friend void toAngles( quat_t &src, angles_t &dst );
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friend void toAngles( mat3_t &src, angles_t &dst );
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operator vec3_p();
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float operator[]( int index ) const;
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float& operator[]( int index );
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void set( float pitch, float yaw, float roll );
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void operator=( angles_t const &a );
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void operator=( idVec3_t const &a );
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friend angles_t operator+( const angles_t &a, const angles_t &b );
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angles_t &operator+=( angles_t const &a );
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angles_t &operator+=( idVec3_t const &a );
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friend angles_t operator-( angles_t &a, angles_t &b );
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angles_t &operator-=( angles_t &a );
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friend angles_t operator*( const angles_t &a, float b );
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friend angles_t operator*( float a, const angles_t &b );
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angles_t &operator*=( float a );
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friend int operator==( angles_t &a, angles_t &b );
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friend int operator!=( angles_t &a, angles_t &b );
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void toVectors( idVec3_t *forward, idVec3_t *right = NULL, idVec3_t *up = NULL );
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idVec3_t toForward( void );
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angles_t &Zero( void );
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angles_t &Normalize360( void );
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angles_t &Normalize180( void );
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};
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extern angles_t ang_zero;
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inline angles_t::angles_t() {}
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inline angles_t::angles_t( 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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inline angles_t::angles_t( const idVec3_t &vec ) {
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this->pitch = vec.x;
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this->yaw = vec.y;
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this->roll = vec.z;
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}
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inline float angles_t::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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inline float& angles_t::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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inline angles_t::operator vec3_p( void ) {
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return *( idVec3_t * )&pitch;
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}
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inline void angles_t::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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inline void angles_t::operator=( angles_t const &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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}
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inline void angles_t::operator=( idVec3_t const &a ) {
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pitch = a[ 0 ];
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yaw = a[ 1 ];
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roll = a[ 2 ];
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}
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inline angles_t operator+( const angles_t &a, const angles_t &b ) {
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return angles_t( a.pitch + b.pitch, a.yaw + b.yaw, a.roll + b.roll );
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}
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inline angles_t& angles_t::operator+=( angles_t const &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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inline angles_t& angles_t::operator+=( idVec3_t const &a ) {
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pitch += a.x;
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yaw += a.y;
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roll += a.z;
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return *this;
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}
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inline angles_t operator-( angles_t &a, angles_t &b ) {
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return angles_t( a.pitch - b.pitch, a.yaw - b.yaw, a.roll - b.roll );
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}
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inline angles_t& angles_t::operator-=( angles_t &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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inline angles_t operator*( const angles_t &a, float b ) {
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return angles_t( a.pitch * b, a.yaw * b, a.roll * b );
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}
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inline angles_t operator*( float a, const angles_t &b ) {
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return angles_t( a * b.pitch, a * b.yaw, a * b.roll );
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}
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inline angles_t& angles_t::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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inline int operator==( angles_t &a, angles_t &b ) {
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return ( ( a.pitch == b.pitch ) && ( a.yaw == b.yaw ) && ( a.roll == b.roll ) );
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}
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inline int operator!=( angles_t &a, angles_t &b ) {
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return ( ( a.pitch != b.pitch ) || ( a.yaw != b.yaw ) || ( a.roll != b.roll ) );
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}
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inline angles_t& angles_t::Zero( void ) {
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pitch = 0.0f;
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yaw = 0.0f;
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roll = 0.0f;
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return *this;
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}
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#endif /* !__MATH_ANGLES_H__ */
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