From 6cd00aacfa22fed6a54a9b812f6b069ad16feec0 Mon Sep 17 00:00:00 2001 From: untodesu Date: Sun, 29 Jun 2025 22:24:42 +0500 Subject: Move game sources into src subdirectory --- src/core/angles.hh | 107 +++++++++++++++++++++++++++++++++++++++++++++++++++++ 1 file changed, 107 insertions(+) create mode 100644 src/core/angles.hh (limited to 'src/core/angles.hh') diff --git a/src/core/angles.hh b/src/core/angles.hh new file mode 100644 index 0000000..a2a3d55 --- /dev/null +++ b/src/core/angles.hh @@ -0,0 +1,107 @@ +#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 */ -- cgit