From f40d09cb8f712e87691af4912f3630d92d692779 Mon Sep 17 00:00:00 2001 From: untodesu Date: Thu, 11 Dec 2025 15:14:26 +0500 Subject: Shuffle stuff around - Use the new and improved hierarchy I figured out when making Prospero chat - Re-add NSIS scripts, again from Prospero - Update most build and utility scripts with their most recent versions --- core/math/angles.hh | 103 ---------------------------------------------------- 1 file changed, 103 deletions(-) delete mode 100644 core/math/angles.hh (limited to 'core/math/angles.hh') diff --git a/core/math/angles.hh b/core/math/angles.hh deleted file mode 100644 index edc2f65..0000000 --- a/core/math/angles.hh +++ /dev/null @@ -1,103 +0,0 @@ -#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