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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__ */