ref: bea7b7bf8ccbc2bc41906517079e76fcfb31cb5a
dir: /code/splines/math_angles.h/
/* =========================================================================== 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__ */