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- /*
- ===========================================================================
- Doom 3 BFG Edition GPL Source Code
- Copyright (C) 1993-2012 id Software LLC, a ZeniMax Media company.
- This file is part of the Doom 3 BFG Edition GPL Source Code ("Doom 3 BFG Edition Source Code").
- Doom 3 BFG Edition Source Code is free software: you can redistribute it and/or modify
- it under the terms of the GNU General Public License as published by
- the Free Software Foundation, either version 3 of the License, or
- (at your option) any later version.
- Doom 3 BFG Edition Source Code 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.
- You should have received a copy of the GNU General Public License
- along with Doom 3 BFG Edition Source Code. If not, see <http://www.gnu.org/licenses/>.
- In addition, the Doom 3 BFG Edition Source Code is also subject to certain additional terms. You should have received a copy of these additional terms immediately following the terms and conditions of the GNU General Public License which accompanied the Doom 3 BFG Edition Source Code. If not, please request a copy in writing from id Software at the address below.
- If you have questions concerning this license or the applicable additional terms, you may contact in writing id Software LLC, c/o ZeniMax Media Inc., Suite 120, Rockville, Maryland 20850 USA.
- ===========================================================================
- */
- #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
- class idVec3;
- class idQuat;
- class idRotation;
- class idMat3;
- class idMat4;
- class idAngles {
- public:
- float pitch;
- float yaw;
- float roll;
- idAngles();
- idAngles( float pitch, float yaw, float roll );
- explicit idAngles( const idVec3 &v );
- void Set( float pitch, float yaw, float roll );
- idAngles & Zero();
- 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(); // normalizes 'this'
- idAngles & Normalize180(); // normalizes 'this'
- void Clamp( const idAngles &min, const idAngles &max );
- int GetDimension() const;
- void ToVectors( idVec3 *forward, idVec3 *right = NULL, idVec3 *up = NULL ) const;
- idVec3 ToForward() const;
- idQuat ToQuat() const;
- idRotation ToRotation() const;
- idMat3 ToMat3() const;
- idMat4 ToMat4() const;
- idVec3 ToAngularVelocity() const;
- const float * ToFloatPtr() const;
- float * ToFloatPtr();
- const char * ToString( int precision = 2 ) const;
- };
- extern idAngles ang_zero;
- ID_INLINE idAngles::idAngles() {
- }
- 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() {
- 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() const {
- return 3;
- }
- ID_INLINE const float *idAngles::ToFloatPtr() const {
- return &pitch;
- }
- ID_INLINE float *idAngles::ToFloatPtr() {
- return &pitch;
- }
- #endif /* !__MATH_ANGLES_H__ */
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