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- /*
- ===========================================================================
- Copyright (C) 1999-2005 Id Software, Inc.
- This file is part of Quake III Arena source code.
- Quake III Arena 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 2 of the License,
- or (at your option) any later version.
- Quake III Arena 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 Foobar; if not, write to the Free Software
- Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA
- ===========================================================================
- */
- #ifndef __MATH_ANGLES_H__
- #define __MATH_ANGLES_H__
- #include <stdlib.h>
- #include <assert.h>
- #include "math_vector.h"
- class mat3_t;
- class quat_t;
- class idVec3_t;
- typedef idVec3_t &vec3_p;
- class angles_t {
- public:
- float pitch;
- float yaw;
- float roll;
- angles_t();
- angles_t( float pitch, float yaw, float roll );
- angles_t( const idVec3_t &vec );
- friend void toAngles( idVec3_t &src, angles_t &dst );
- friend void toAngles( quat_t &src, angles_t &dst );
- friend void toAngles( mat3_t &src, angles_t &dst );
- operator vec3_p();
- float operator[]( int index ) const;
- float& operator[]( int index );
- void set( float pitch, float yaw, float roll );
- void operator=( angles_t const &a );
- void operator=( idVec3_t const &a );
- friend angles_t operator+( const angles_t &a, const angles_t &b );
- angles_t &operator+=( angles_t const &a );
- angles_t &operator+=( idVec3_t const &a );
- friend angles_t operator-( angles_t &a, angles_t &b );
- angles_t &operator-=( angles_t &a );
- friend angles_t operator*( const angles_t &a, float b );
- friend angles_t operator*( float a, const angles_t &b );
- angles_t &operator*=( float a );
- friend int operator==( angles_t &a, angles_t &b );
-
- friend int operator!=( angles_t &a, angles_t &b );
- void toVectors( idVec3_t *forward, idVec3_t *right = NULL, idVec3_t *up = NULL );
- idVec3_t toForward( void );
- angles_t &Zero( void );
- angles_t &Normalize360( void );
- angles_t &Normalize180( void );
- };
- extern angles_t ang_zero;
- inline angles_t::angles_t() {}
- inline angles_t::angles_t( float pitch, float yaw, float roll ) {
- this->pitch = pitch;
- this->yaw = yaw;
- this->roll = roll;
- }
- inline angles_t::angles_t( const idVec3_t &vec ) {
- this->pitch = vec.x;
- this->yaw = vec.y;
- this->roll = vec.z;
- }
- inline float angles_t::operator[]( int index ) const {
- assert( ( index >= 0 ) && ( index < 3 ) );
- return ( &pitch )[ index ];
- }
- inline float& angles_t::operator[]( int index ) {
- assert( ( index >= 0 ) && ( index < 3 ) );
- return ( &pitch )[ index ];
- }
- inline angles_t::operator vec3_p( void ) {
- return *( idVec3_t * )&pitch;
- }
- inline void angles_t::set( float pitch, float yaw, float roll ) {
- this->pitch = pitch;
- this->yaw = yaw;
- this->roll = roll;
- }
- inline void angles_t::operator=( angles_t const &a ) {
- pitch = a.pitch;
- yaw = a.yaw;
- roll = a.roll;
- }
- inline void angles_t::operator=( idVec3_t const &a ) {
- pitch = a[ 0 ];
- yaw = a[ 1 ];
- roll = a[ 2 ];
- }
- inline angles_t operator+( const angles_t &a, const angles_t &b ) {
- return angles_t( a.pitch + b.pitch, a.yaw + b.yaw, a.roll + b.roll );
- }
- inline angles_t& angles_t::operator+=( angles_t const &a ) {
- pitch += a.pitch;
- yaw += a.yaw;
- roll += a.roll;
- return *this;
- }
- inline angles_t& angles_t::operator+=( idVec3_t const &a ) {
- pitch += a.x;
- yaw += a.y;
- roll += a.z;
- return *this;
- }
- inline angles_t operator-( angles_t &a, angles_t &b ) {
- return angles_t( a.pitch - b.pitch, a.yaw - b.yaw, a.roll - b.roll );
- }
- inline angles_t& angles_t::operator-=( angles_t &a ) {
- pitch -= a.pitch;
- yaw -= a.yaw;
- roll -= a.roll;
- return *this;
- }
- inline angles_t operator*( const angles_t &a, float b ) {
- return angles_t( a.pitch * b, a.yaw * b, a.roll * b );
- }
- inline angles_t operator*( float a, const angles_t &b ) {
- return angles_t( a * b.pitch, a * b.yaw, a * b.roll );
- }
- inline angles_t& angles_t::operator*=( float a ) {
- pitch *= a;
- yaw *= a;
- roll *= a;
- return *this;
- }
- inline int operator==( angles_t &a, angles_t &b ) {
- return ( ( a.pitch == b.pitch ) && ( a.yaw == b.yaw ) && ( a.roll == b.roll ) );
- }
- inline int operator!=( angles_t &a, angles_t &b ) {
- return ( ( a.pitch != b.pitch ) || ( a.yaw != b.yaw ) || ( a.roll != b.roll ) );
- }
- inline angles_t& angles_t::Zero( void ) {
- pitch = 0.0f;
- yaw = 0.0f;
- roll = 0.0f;
- return *this;
- }
- #endif /* !__MATH_ANGLES_H__ */
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