From d0fbd68055e3f4a796330cc8acc6c0954b5327ff Mon Sep 17 00:00:00 2001 From: untodesu Date: Thu, 11 Sep 2025 15:48:53 +0500 Subject: Run clang-format across the project --- core/math/angles.hh | 206 ++++++++++++++++++++++++++-------------------------- 1 file changed, 103 insertions(+), 103 deletions(-) (limited to 'core/math/angles.hh') diff --git a/core/math/angles.hh b/core/math/angles.hh index 174f320..edc2f65 100644 --- a/core/math/angles.hh +++ b/core/math/angles.hh @@ -1,103 +1,103 @@ -#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; - } -} +#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; + } +} -- cgit