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diff --git a/q3radiant/splines/math_angles.cpp b/q3radiant/splines/math_angles.cpp
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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
+===========================================================================
+*/
+#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;
+}