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| author | untodesu <kirill@untode.su> | 2025-07-01 03:08:39 +0500 |
|---|---|---|
| committer | untodesu <kirill@untode.su> | 2025-07-01 03:08:39 +0500 |
| commit | 458e0005690ea9d579588a0a12368fc2c2c9a93a (patch) | |
| tree | 588a9ca6cb3c76d9193b5bd4601d64f0e50e8c8c /core/math/angles.hh | |
| parent | c7b0c8e0286a1b2bb7ec55e579137dfc3b22eeb9 (diff) | |
| download | voxelius-458e0005690ea9d579588a0a12368fc2c2c9a93a.tar.bz2 voxelius-458e0005690ea9d579588a0a12368fc2c2c9a93a.zip | |
I hyper-focued on refactoring again
- I put a cool-sounding "we are number one" remix on repeat and straight
up grinded the entire repository to a better state until 03:09 AM. I
guess I have something wrong in my brain that makes me do this shit
Diffstat (limited to 'core/math/angles.hh')
| -rw-r--r-- | core/math/angles.hh | 107 |
1 files changed, 107 insertions, 0 deletions
diff --git a/core/math/angles.hh b/core/math/angles.hh new file mode 100644 index 0000000..868160b --- /dev/null +++ b/core/math/angles.hh @@ -0,0 +1,107 @@ +#ifndef CORE_MATH_ANGLES_HH +#define CORE_MATH_ANGLES_HH 1 +#pragma once + +#include "core/math/constexpr.hh" + +constexpr float A180 = math::radians(180.0f); +constexpr float A360 = math::radians(360.0f); + +namespace math +{ +float wrap_180(float angle); +float wrap_360(float angle); +} // namespace math + +namespace math +{ +glm::fvec3 wrap_180(const glm::fvec3& angles); +glm::fvec3 wrap_360(const glm::fvec3& angles); +} // namespace math + +namespace math +{ +void vectors(const glm::fvec3& angles, glm::fvec3& forward); +void vectors(const glm::fvec3& angles, glm::fvec3* forward, glm::fvec3* right, glm::fvec3* up); +} // namespace math + +inline float math::wrap_180(float angle) +{ + const auto result = std::fmod(angle + A180, A360); + + if(result < 0.0f) { + return result + A180; + } + + return result - A180; +} + +inline float math::wrap_360(float angle) +{ + return std::fmod(std::fmod(angle, A360) + A360, A360); +} + +inline glm::fvec3 math::wrap_180(const glm::fvec3& angles) +{ + return glm::fvec3 { + math::wrap_180(angles.x), + math::wrap_180(angles.y), + math::wrap_180(angles.z), + }; +} + +inline glm::fvec3 math::wrap_360(const glm::fvec3& angles) +{ + return glm::fvec3 { + math::wrap_360(angles.x), + math::wrap_360(angles.y), + math::wrap_360(angles.z), + }; +} + +inline void math::vectors(const glm::fvec3& angles, glm::fvec3& forward) +{ + const float cosp = std::cos(angles.x); + const float cosy = std::cos(angles.y); + const float sinp = std::sin(angles.x); + const float siny = std::sin(angles.y); + + forward.x = cosp * siny * (-1.0f); + forward.y = sinp; + forward.z = cosp * cosy * (-1.0f); +} + +inline void math::vectors(const glm::fvec3& angles, glm::fvec3* forward, glm::fvec3* right, glm::fvec3* up) +{ + if(!forward && !right && !up) { + // There's no point in figuring out + // direction vectors if nothing is passed + // in the function to store that stuff in + return; + } + + const auto pcv = glm::cos(angles); + const auto psv = glm::sin(angles); + const auto ncv = pcv * (-1.0f); + const auto nsv = psv * (-1.0f); + + if(forward) { + forward->x = pcv.x * nsv.y; + forward->y = psv.x; + forward->z = pcv.x * ncv.y; + } + + if(right) { + right->x = pcv.z * pcv.y; + right->y = psv.z * pcv.y; + right->z = nsv.y; + } + + if(up) { + up->x = psv.x * psv.y * pcv.z + ncv.y * psv.z; + up->y = pcv.x * pcv.z; + up->z = nsv.x * ncv.y * pcv.z + psv.y * psv.z; + } +} + +#endif // CORE_MATH_ANGLES_HH |
