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author | zakk <zakk@edf5b092-35ff-0310-97b2-ce42778d08ea> | 2005-08-26 17:39:27 +0000 |
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committer | zakk <zakk@edf5b092-35ff-0310-97b2-ce42778d08ea> | 2005-08-26 17:39:27 +0000 |
commit | 6bf20c78f5b69d40bcc4931df93d29198435ab67 (patch) | |
tree | e3eda937a05d7db42de725b7013bd0344b987f34 /code/splines/math_angles.h | |
parent | 872d4d7f55af706737ffb361bb76ad13e7496770 (diff) | |
download | ioquake3-aero-6bf20c78f5b69d40bcc4931df93d29198435ab67.tar.gz ioquake3-aero-6bf20c78f5b69d40bcc4931df93d29198435ab67.zip |
newlines fixed
git-svn-id: svn://svn.icculus.org/quake3/trunk@6 edf5b092-35ff-0310-97b2-ce42778d08ea
Diffstat (limited to 'code/splines/math_angles.h')
-rwxr-xr-x | code/splines/math_angles.h | 390 |
1 files changed, 195 insertions, 195 deletions
diff --git a/code/splines/math_angles.h b/code/splines/math_angles.h index 8857f90..8e12271 100755 --- a/code/splines/math_angles.h +++ b/code/splines/math_angles.h @@ -1,195 +1,195 @@ -/*
-===========================================================================
-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__ */
+/* +=========================================================================== +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__ */ |