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author | zakk <zakk@edf5b092-35ff-0310-97b2-ce42778d08ea> | 2005-08-26 05:42:38 +0000 |
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committer | zakk <zakk@edf5b092-35ff-0310-97b2-ce42778d08ea> | 2005-08-26 05:42:38 +0000 |
commit | 2177daffd38e1b372613a716d6d18d274d4b6b48 (patch) | |
tree | 266f200f6e994b58cd2edd1977e38f33ae8d1432 /q3radiant/splines/math_angles.cpp | |
parent | 66e25509ada30d13e64db67df8365c75f1ccd059 (diff) | |
download | ioquake3-aero-2177daffd38e1b372613a716d6d18d274d4b6b48.tar.gz ioquake3-aero-2177daffd38e1b372613a716d6d18d274d4b6b48.zip |
See the readme.
git-svn-id: svn://svn.icculus.org/quake3/trunk@4 edf5b092-35ff-0310-97b2-ce42778d08ea
Diffstat (limited to 'q3radiant/splines/math_angles.cpp')
-rwxr-xr-x | q3radiant/splines/math_angles.cpp | 150 |
1 files changed, 0 insertions, 150 deletions
diff --git a/q3radiant/splines/math_angles.cpp b/q3radiant/splines/math_angles.cpp deleted file mode 100755 index 0142d3d..0000000 --- a/q3radiant/splines/math_angles.cpp +++ /dev/null @@ -1,150 +0,0 @@ -/* -=========================================================================== -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 -=========================================================================== -*/ -#include "q_shared.h"
-#include <float.h>
-
-angles_t ang_zero( 0.0f, 0.0f, 0.0f );
-
-void toAngles( mat3_t &src, angles_t &dst ) {
- double theta;
- double cp;
- double sp;
-
- sp = src[ 0 ][ 2 ];
-
- // cap off our sin value so that we don't get any NANs
- if ( sp > 1.0 ) {
- sp = 1.0;
- } else if ( sp < -1.0 ) {
- sp = -1.0;
- }
-
- theta = -asin( sp );
- cp = cos( theta );
-
- if ( cp > 8192 * FLT_EPSILON ) {
- dst.pitch = theta * 180 / M_PI;
- dst.yaw = atan2( src[ 0 ][ 1 ], src[ 0 ][ 0 ] ) * 180 / M_PI;
- dst.roll = atan2( src[ 1 ][ 2 ], src[ 2 ][ 2 ] ) * 180 / M_PI;
- } else {
- dst.pitch = theta * 180 / M_PI;
- dst.yaw = -atan2( src[ 1 ][ 0 ], src[ 1 ][ 1 ] ) * 180 / M_PI;
- dst.roll = 0;
- }
-}
-
-void toAngles( quat_t &src, angles_t &dst ) {
- mat3_t temp;
-
- toMatrix( src, temp );
- toAngles( temp, dst );
-}
-
-void toAngles( idVec3_t &src, angles_t &dst ) {
- dst.pitch = src[ 0 ];
- dst.yaw = src[ 1 ];
- dst.roll = src[ 2 ];
-}
-
-void angles_t::toVectors( idVec3_t *forward, idVec3_t *right, idVec3_t *up ) {
- float angle;
- static float sr, sp, sy, cr, cp, cy; // static to help MS compiler fp bugs
-
- angle = yaw * ( M_PI * 2 / 360 );
- sy = sin( angle );
- cy = cos( angle );
-
- angle = pitch * ( M_PI * 2 / 360 );
- sp = sin( angle );
- cp = cos( angle );
-
- angle = roll * ( M_PI * 2 / 360 );
- sr = sin( angle );
- cr = cos( angle );
-
- if ( forward ) {
- forward->set( cp * cy, cp * sy, -sp );
- }
-
- if ( right ) {
- right->set( -sr * sp * cy + cr * sy, -sr * sp * sy + -cr * cy, -sr * cp );
- }
-
- if ( up ) {
- up->set( cr * sp * cy + -sr * -sy, cr * sp * sy + -sr * cy, cr * cp );
- }
-}
-
-idVec3_t angles_t::toForward( void ) {
- float angle;
- static float sp, sy, cp, cy; // static to help MS compiler fp bugs
-
- angle = yaw * ( M_PI * 2 / 360 );
- sy = sin( angle );
- cy = cos( angle );
-
- angle = pitch * ( M_PI * 2 / 360 );
- sp = sin( angle );
- cp = cos( angle );
-
- return idVec3_t( cp * cy, cp * sy, -sp );
-}
-
-/*
-=================
-Normalize360
-
-returns angles normalized to the range [0 <= angle < 360]
-=================
-*/
-angles_t& angles_t::Normalize360( void ) {
- pitch = (360.0 / 65536) * ( ( int )( pitch * ( 65536 / 360.0 ) ) & 65535 );
- yaw = (360.0 / 65536) * ( ( int )( yaw * ( 65536 / 360.0 ) ) & 65535 );
- roll = (360.0 / 65536) * ( ( int )( roll * ( 65536 / 360.0 ) ) & 65535 );
-
- return *this;
-}
-
-
-/*
-=================
-Normalize180
-
-returns angles normalized to the range [-180 < angle <= 180]
-=================
-*/
-angles_t& angles_t::Normalize180( void ) {
- Normalize360();
-
- if ( pitch > 180.0 ) {
- pitch -= 360.0;
- }
-
- if ( yaw > 180.0 ) {
- yaw -= 360.0;
- }
-
- if ( roll > 180.0 ) {
- roll -= 360.0;
- }
- return *this;
-}
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