mirror of
https://github.com/UberGames/GtkRadiant.git
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12b372f89c
git-svn-id: svn://svn.icculus.org/gtkradiant/GtkRadiant@1 8a3a26a2-13c4-0310-b231-cf6edde360e5
101 lines
2.2 KiB
C++
101 lines
2.2 KiB
C++
/*
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Copyright (C) 2001-2006, William Joseph.
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All Rights Reserved.
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This file is part of GtkRadiant.
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GtkRadiant is free software; you can redistribute it and/or modify
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it under the terms of the GNU General Public License as published by
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the Free Software Foundation; either version 2 of the License, or
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(at your option) any later version.
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GtkRadiant 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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You should have received a copy of the GNU General Public License
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along with GtkRadiant; 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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#if !defined(INCLUDED_ANGLE_H)
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#define INCLUDED_ANGLE_H
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#include "ientity.h"
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#include "math/quaternion.h"
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#include "generic/callback.h"
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#include "stringio.h"
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const float ANGLEKEY_IDENTITY = 0;
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inline void default_angle(float& angle)
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{
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angle = ANGLEKEY_IDENTITY;
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}
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inline void normalise_angle(float& angle)
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{
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angle = static_cast<float>(float_mod(angle, 360.0));
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}
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inline void read_angle(float& angle, const char* value)
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{
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if(!string_parse_float(value, angle))
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{
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angle = 0;
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}
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else
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{
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normalise_angle(angle);
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}
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}
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inline void write_angle(float angle, Entity* entity)
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{
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if(angle == 0)
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{
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entity->setKeyValue("angle", "");
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}
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else
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{
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char value[64];
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sprintf(value, "%g", angle);
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entity->setKeyValue("angle", value);
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}
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}
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class AngleKey
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{
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Callback m_angleChanged;
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public:
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float m_angle;
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AngleKey(const Callback& angleChanged)
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: m_angleChanged(angleChanged), m_angle(ANGLEKEY_IDENTITY)
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{
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}
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void angleChanged(const char* value)
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{
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read_angle(m_angle, value);
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m_angleChanged();
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}
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typedef MemberCaller1<AngleKey, const char*, &AngleKey::angleChanged> AngleChangedCaller;
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void write(Entity* entity) const
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{
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write_angle(m_angle, entity);
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}
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};
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inline float angle_rotated(float angle, const Quaternion& rotation)
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{
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return matrix4_get_rotation_euler_xyz_degrees(
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matrix4_multiplied_by_matrix4(
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matrix4_rotation_for_z_degrees(angle),
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matrix4_rotation_for_quaternion_quantised(rotation)
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)
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).z();
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}
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#endif
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