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authoruntodesu <kirill@untode.su>2025-06-29 22:24:42 +0500
committeruntodesu <kirill@untode.su>2025-06-29 22:24:42 +0500
commit6cd00aacfa22fed6a54a9b812f6b069ad16feec0 (patch)
treeb77f4e665da3dd235cdb01e7e6ea78c1c02ecf2e /src/core/angles.hh
parentf440914e1ae453768d09383f332bc7844e0a700e (diff)
downloadvoxelius-6cd00aacfa22fed6a54a9b812f6b069ad16feec0.tar.bz2
voxelius-6cd00aacfa22fed6a54a9b812f6b069ad16feec0.zip
Move game sources into src subdirectory
Diffstat (limited to 'src/core/angles.hh')
-rw-r--r--src/core/angles.hh107
1 files changed, 107 insertions, 0 deletions
diff --git a/src/core/angles.hh b/src/core/angles.hh
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+++ b/src/core/angles.hh
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+#ifndef CORE_ANGLES_HH
+#define CORE_ANGLES_HH 1
+#pragma once
+
+#include "core/constexpr.hh"
+
+constexpr float A180 = vx::radians(180.0f);
+constexpr float A360 = vx::radians(360.0f);
+
+namespace cxangles
+{
+float wrap_180(float angle);
+float wrap_360(float angle);
+} // namespace cxangles
+
+namespace cxangles
+{
+glm::fvec3 wrap_180(const glm::fvec3& angles);
+glm::fvec3 wrap_360(const glm::fvec3& angles);
+} // namespace cxangles
+
+namespace cxangles
+{
+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 cxangles
+
+inline float cxangles::wrap_180(float angle)
+{
+ const auto result = std::fmod(angle + A180, A360);
+
+ if(result < 0.0f) {
+ return result + A180;
+ }
+
+ return result - A180;
+}
+
+inline float cxangles::wrap_360(float angle)
+{
+ return std::fmod(std::fmod(angle, A360) + A360, A360);
+}
+
+inline glm::fvec3 cxangles::wrap_180(const glm::fvec3& angles)
+{
+ return glm::fvec3 {
+ cxangles::wrap_180(angles.x),
+ cxangles::wrap_180(angles.y),
+ cxangles::wrap_180(angles.z),
+ };
+}
+
+inline glm::fvec3 cxangles::wrap_360(const glm::fvec3& angles)
+{
+ return glm::fvec3 {
+ cxangles::wrap_360(angles.x),
+ cxangles::wrap_360(angles.y),
+ cxangles::wrap_360(angles.z),
+ };
+}
+
+inline void cxangles::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 cxangles::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_ANGLES_HH */